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
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@ -14,6 +14,9 @@ option(MCRF_HEADLESS "Build without graphics dependencies (SFML, ImGui)" OFF)
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# SDL2 backend option (SDL2 + OpenGL ES 2 - for Emscripten/WebGL, Android, cross-platform)
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option(MCRF_SDL2 "Build with SDL2+OpenGL ES 2 backend instead of SFML" OFF)
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# Playground mode - minimal scripts for web playground (REPL-focused)
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option(MCRF_PLAYGROUND "Build with minimal playground scripts instead of full game" OFF)
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# Emscripten builds: use SDL2 if specified, otherwise fall back to headless
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if(EMSCRIPTEN)
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if(MCRF_SDL2)
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@ -29,6 +32,10 @@ if(MCRF_SDL2)
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message(STATUS "Building with SDL2 backend - SDL2+OpenGL ES 2")
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endif()
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if(MCRF_PLAYGROUND)
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message(STATUS "Building in PLAYGROUND mode - minimal scripts for web REPL")
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endif()
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if(MCRF_HEADLESS)
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message(STATUS "Building in HEADLESS mode - no SFML/ImGui dependencies")
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endif()
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@ -266,8 +273,8 @@ if(EMSCRIPTEN)
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-sALLOW_UNIMPLEMENTED_SYSCALLS=1
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# Preload Python stdlib into virtual filesystem at /lib/python3.14
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--preload-file=${CMAKE_SOURCE_DIR}/wasm_stdlib/lib@/lib
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# Preload game scripts into /scripts
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--preload-file=${CMAKE_SOURCE_DIR}/src/scripts@/scripts
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# Preload game scripts into /scripts (use playground scripts if MCRF_PLAYGROUND is set)
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--preload-file=${CMAKE_SOURCE_DIR}/src/$<IF:$<BOOL:${MCRF_PLAYGROUND}>,scripts_playground,scripts>@/scripts
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# Preload assets
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--preload-file=${CMAKE_SOURCE_DIR}/assets@/assets
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# Use custom HTML shell for crisp pixel rendering
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@ -200,7 +200,18 @@ void Animation::complete() {
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}
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}
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void Animation::stop() {
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// Mark as stopped - no final value applied, no callback triggered
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stopped = true;
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// AnimationManager will remove this on next update() call
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}
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bool Animation::update(float deltaTime) {
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// Check if animation was stopped
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if (stopped) {
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return false; // Signal removal from AnimationManager
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}
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// Try to lock weak_ptr to get shared_ptr
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std::shared_ptr<UIDrawable> target = targetWeak.lock();
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std::shared_ptr<UIEntity> entity = entityTargetWeak.lock();
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@ -62,6 +62,9 @@ public:
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// Complete the animation immediately (jump to final value)
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void complete();
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// Stop the animation without completing (no final value applied, no callback)
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void stop();
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// Update animation (called each frame)
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// Returns true if animation is still running, false if complete
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bool update(float deltaTime);
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@ -79,7 +82,8 @@ public:
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std::string getTargetProperty() const { return targetProperty; }
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float getDuration() const { return duration; }
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float getElapsed() const { return elapsed; }
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bool isComplete() const { return elapsed >= duration; }
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bool isComplete() const { return elapsed >= duration || stopped; }
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bool isStopped() const { return stopped; }
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bool isDelta() const { return delta; }
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// Get raw target pointer for property locking (#120)
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@ -97,6 +101,7 @@ private:
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float elapsed = 0.0f; // Elapsed time
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EasingFunction easingFunc; // Easing function to use
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bool delta; // If true, targetValue is relative to start
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bool stopped = false; // If true, animation was stopped without completing
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// RAII: Use weak_ptr for safe target tracking
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std::weak_ptr<UIDrawable> targetWeak;
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@ -196,6 +201,9 @@ public:
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// Get active animation count (for debugging/testing)
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size_t getActiveAnimationCount() const { return activeAnimations.size(); }
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// Get all active animations (for mcrfpy.animations)
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const std::vector<std::shared_ptr<Animation>>& getActiveAnimations() const { return activeAnimations; }
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private:
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AnimationManager() = default;
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std::vector<std::shared_ptr<Animation>> activeAnimations;
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@ -107,7 +107,7 @@ GameEngine::GameEngine(const McRogueFaceConfig& cfg)
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gameView.setCenter(std::floor(gameResolution.x / 2.0f), std::floor(gameResolution.y / 2.0f));
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updateViewport();
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scene = "uitest";
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scenes["uitest"] = new UITestScene(this);
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scenes["uitest"] = std::make_shared<UITestScene>(this);
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McRFPy_API::game = this;
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@ -159,9 +159,8 @@ void GameEngine::executeStartupScripts()
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GameEngine::~GameEngine()
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{
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cleanup();
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for (auto& [name, scene] : scenes) {
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delete scene;
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}
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// scenes map uses shared_ptr, will clean up automatically
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scenes.clear();
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delete profilerOverlay;
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}
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@ -198,10 +197,10 @@ void GameEngine::cleanup()
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#endif
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}
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Scene* GameEngine::currentScene() { return scenes[scene]; }
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Scene* GameEngine::currentScene() { return scenes[scene].get(); }
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Scene* GameEngine::getScene(const std::string& name) {
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auto it = scenes.find(name);
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return (it != scenes.end()) ? it->second : nullptr;
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return (it != scenes.end()) ? it->second.get() : nullptr;
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}
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std::vector<std::string> GameEngine::getSceneNames() const {
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@ -276,7 +275,29 @@ sf::RenderTarget & GameEngine::getRenderTarget() {
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return *render_target;
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}
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void GameEngine::createScene(std::string s) { scenes[s] = new PyScene(this); }
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void GameEngine::createScene(std::string s) { scenes[s] = std::make_shared<PyScene>(this); }
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void GameEngine::registerScene(const std::string& name, std::shared_ptr<Scene> scenePtr) {
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scenes[name] = scenePtr;
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}
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void GameEngine::unregisterScene(const std::string& name) {
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auto it = scenes.find(name);
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if (it != scenes.end()) {
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// If this was the active scene, we need to handle that
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if (scene == name) {
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// Find another scene to switch to, or leave empty
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scene.clear();
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for (const auto& [sceneName, scenePtr] : scenes) {
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if (sceneName != name) {
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scene = sceneName;
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break;
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}
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}
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}
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scenes.erase(it);
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}
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}
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void GameEngine::setWindowScale(float multiplier)
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{
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@ -310,8 +331,16 @@ void GameEngine::run()
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#ifdef __EMSCRIPTEN__
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// Browser: use callback-based loop (non-blocking)
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// 0 = use requestAnimationFrame, 1 = simulate infinite loop
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// Start with 0 (requestAnimationFrame), then set timing based on framerate_limit
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emscripten_set_main_loop_arg(emscriptenMainLoopCallback, this, 0, 1);
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// Apply framerate_limit setting (0 = use RAF, >0 = use setTimeout)
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if (framerate_limit == 0) {
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emscripten_set_main_loop_timing(EM_TIMING_RAF, 1);
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} else {
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int interval_ms = 1000 / framerate_limit;
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emscripten_set_main_loop_timing(EM_TIMING_SETTIMEOUT, interval_ms);
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}
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#else
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// Desktop: traditional blocking loop
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while (running)
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@ -628,7 +657,7 @@ std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> GameEngine::scene_ui(s
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std::cout << "iterators: " << std::distance(scenes.begin(), scenes.begin()) << " " <<
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std::distance(scenes.begin(), scenes.end()) << std::endl;
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std::cout << "scenes.contains(target): " << scenes.contains(target) << std::endl;
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std::cout << "scenes[target]: " << (long)(scenes[target]) << std::endl;
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std::cout << "scenes[target]: " << (long)(scenes[target].get()) << std::endl;
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*/
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if (scenes.count(target) == 0) return NULL;
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return scenes[target]->ui_elements;
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@ -653,9 +682,23 @@ void GameEngine::setVSync(bool enabled)
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void GameEngine::setFramerateLimit(unsigned int limit)
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{
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framerate_limit = limit;
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#ifdef __EMSCRIPTEN__
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// For Emscripten: change loop timing dynamically
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if (limit == 0) {
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// Unlimited: use requestAnimationFrame (browser-controlled, typically 60fps)
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emscripten_set_main_loop_timing(EM_TIMING_RAF, 1);
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} else {
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// Specific FPS: use setTimeout with calculated interval
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int interval_ms = 1000 / limit;
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emscripten_set_main_loop_timing(EM_TIMING_SETTIMEOUT, interval_ms);
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}
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#else
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// For desktop: use SFML's setFramerateLimit
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if (!headless && window) {
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window->setFramerateLimit(limit);
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}
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#endif
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}
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void GameEngine::setGameResolution(unsigned int width, unsigned int height) {
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@ -159,7 +159,7 @@ private:
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sf::RenderTarget* render_target;
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sf::Font font;
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std::map<std::string, Scene*> scenes;
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std::map<std::string, std::shared_ptr<Scene>> scenes;
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bool running = true;
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bool paused = false;
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int currentFrame = 0;
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@ -230,6 +230,8 @@ public:
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void changeScene(std::string);
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void changeScene(std::string sceneName, TransitionType transitionType, float duration);
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void createScene(std::string);
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void registerScene(const std::string& name, std::shared_ptr<Scene> scene);
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void unregisterScene(const std::string& name);
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void quit();
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void setPause(bool);
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sf::Font & getFont();
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@ -111,6 +111,10 @@ static PyObject* mcrfpy_module_getattr(PyObject* self, PyObject* args)
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return McRFPy_API::api_get_timers();
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}
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if (strcmp(name, "animations") == 0) {
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return McRFPy_API::api_get_animations();
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}
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if (strcmp(name, "default_transition") == 0) {
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return PyTransition::to_python(PyTransition::default_transition);
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}
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@ -144,6 +148,11 @@ static int mcrfpy_module_setattro(PyObject* self, PyObject* name, PyObject* valu
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return -1;
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}
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if (strcmp(name_str, "animations") == 0) {
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PyErr_SetString(PyExc_AttributeError, "'animations' is read-only");
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return -1;
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}
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if (strcmp(name_str, "default_transition") == 0) {
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TransitionType trans;
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if (!PyTransition::from_arg(value, &trans, nullptr)) {
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@ -1252,6 +1261,33 @@ PyObject* McRFPy_API::api_get_timers()
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return tuple;
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}
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// Module-level animation collection accessor
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PyObject* McRFPy_API::api_get_animations()
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{
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auto& manager = AnimationManager::getInstance();
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const auto& animations = manager.getActiveAnimations();
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PyObject* tuple = PyTuple_New(animations.size());
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if (!tuple) return NULL;
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Py_ssize_t i = 0;
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for (const auto& anim : animations) {
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// Create a PyAnimation wrapper for each animation
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PyAnimationObject* pyAnim = (PyAnimationObject*)mcrfpydef::PyAnimationType.tp_alloc(&mcrfpydef::PyAnimationType, 0);
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if (pyAnim) {
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pyAnim->data = anim;
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PyTuple_SET_ITEM(tuple, i, (PyObject*)pyAnim);
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} else {
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// Failed to allocate - fill with None
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Py_INCREF(Py_None);
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PyTuple_SET_ITEM(tuple, i, Py_None);
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}
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i++;
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}
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return tuple;
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}
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// #153 - Headless simulation control
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PyObject* McRFPy_API::_step(PyObject* self, PyObject* args) {
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PyObject* dt_obj = Py_None;
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@ -93,6 +93,9 @@ public:
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// #173: Module-level timer collection accessor
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static PyObject* api_get_timers();
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// Module-level animation collection accessor
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static PyObject* api_get_animations();
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// Exception handling - signal game loop to exit on unhandled Python exceptions
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static std::atomic<bool> exception_occurred;
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static std::atomic<int> exit_code;
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@ -331,6 +331,13 @@ PyObject* PyAnimation::complete(PyAnimationObject* self, PyObject* args) {
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Py_RETURN_NONE;
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}
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PyObject* PyAnimation::stop(PyAnimationObject* self, PyObject* args) {
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if (self->data) {
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self->data->stop();
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}
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Py_RETURN_NONE;
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}
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PyObject* PyAnimation::has_valid_target(PyAnimationObject* self, PyObject* args) {
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if (self->data && self->data->hasValidTarget()) {
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Py_RETURN_TRUE;
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@ -390,6 +397,14 @@ PyMethodDef PyAnimation::methods[] = {
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MCRF_RETURNS("None")
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MCRF_NOTE("Sets elapsed = duration and applies target value immediately. Completion callback will be called if set.")
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)},
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{"stop", (PyCFunction)stop, METH_NOARGS,
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MCRF_METHOD(Animation, stop,
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MCRF_SIG("()", "None"),
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MCRF_DESC("Stop the animation without completing it."),
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MCRF_RETURNS("None")
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MCRF_NOTE("Unlike complete(), this does NOT apply the final value and does NOT trigger the callback. "
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"The animation is simply cancelled and will be removed from the AnimationManager.")
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)},
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{"hasValidTarget", (PyCFunction)has_valid_target, METH_NOARGS,
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MCRF_METHOD(Animation, hasValidTarget,
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MCRF_SIG("()", "bool"),
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@ -30,6 +30,7 @@ public:
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static PyObject* update(PyAnimationObject* self, PyObject* args);
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static PyObject* get_current_value(PyAnimationObject* self, PyObject* args);
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static PyObject* complete(PyAnimationObject* self, PyObject* args);
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static PyObject* stop(PyAnimationObject* self, PyObject* args);
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static PyObject* has_valid_target(PyAnimationObject* self, PyObject* args);
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static PyGetSetDef getsetters[];
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@ -30,30 +30,32 @@ int PySceneClass::__init__(PySceneObject* self, PyObject* args, PyObject* kwds)
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return -1;
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}
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// Check if scene with this name already exists
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if (python_scenes.count(name) > 0) {
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PyErr_Format(PyExc_ValueError, "Scene with name '%s' already exists", name);
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return -1;
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}
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self->name = name;
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// Create the C++ PyScene
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McRFPy_API::game->createScene(name);
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// Get reference to the created scene
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GameEngine* game = McRFPy_API::game;
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if (!game) {
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PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
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return -1;
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}
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// Store this Python object in our registry
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python_scenes[name] = self;
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Py_INCREF(self); // Keep a reference
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// If scene with this name already exists in python_scenes, unregister the old one
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if (python_scenes.count(name) > 0) {
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PySceneObject* old_scene = python_scenes[name];
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// Remove old scene from registries (but its shared_ptr keeps the C++ object alive)
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Py_DECREF(old_scene);
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python_scenes.erase(name);
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game->unregisterScene(name);
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}
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// Create a Python function that routes to on_keypress
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// We'll register this after the object is fully initialized
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self->name = name;
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// Create the C++ PyScene with shared ownership
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self->scene = std::make_shared<PyScene>(game);
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// Register with the game engine (game engine also holds a reference)
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game->registerScene(name, self->scene);
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// Store this Python object in our registry for lifecycle callbacks
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python_scenes[name] = self;
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Py_INCREF(self); // python_scenes holds a reference
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self->initialized = true;
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@ -64,11 +66,16 @@ void PySceneClass::__dealloc(PyObject* self_obj)
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{
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PySceneObject* self = (PySceneObject*)self_obj;
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// Remove from registry
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// Remove from python_scenes registry if we're the registered scene
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if (python_scenes.count(self->name) > 0 && python_scenes[self->name] == self) {
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python_scenes.erase(self->name);
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}
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// Release our shared_ptr reference to the C++ scene
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// If GameEngine still holds a reference, the scene survives
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// If not, this may be the last reference and the scene is deleted
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self->scene.reset();
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// Call Python object destructor
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Py_TYPE(self)->tp_free(self);
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}
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@ -122,6 +129,15 @@ PyObject* PySceneClass::activate(PySceneObject* self, PyObject* args, PyObject*
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return NULL;
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}
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// Auto-register if this scene is not currently registered
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if (!game->getScene(self->name)) {
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game->registerScene(self->name, self->scene);
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if (python_scenes.count(self->name) == 0 || python_scenes[self->name] != self) {
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python_scenes[self->name] = self;
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Py_INCREF(self);
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}
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}
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// Call game->changeScene directly with proper transition
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game->changeScene(self->name, transition_type, duration);
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@ -141,17 +157,11 @@ static PyObject* PySceneClass_get_children(PySceneObject* self, void* closure)
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// on_key property getter
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static PyObject* PySceneClass_get_on_key(PySceneObject* self, void* closure)
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{
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GameEngine* game = McRFPy_API::game;
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if (!game) {
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if (!self->scene || !self->scene->key_callable) {
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Py_RETURN_NONE;
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}
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||||
|
||||
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}
|
||||
};
|
||||
|
||||
|
|
|
|||
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