Shader POC: Add shader_enabled property to UIFrame (#106)
Proof of concept for shader support on UIFrame: - Add shader and shader_enabled members to UIFrame - Add initializeTestShader() with hardcoded wave/glow fragment shader - Add shader_enabled Python property for toggling - Apply shader when drawing RenderTexture sprite - Auto-update time uniform for animated effects Also fixes position corruption when toggling RenderTexture usage: - Standard rendering path now uses `position` as source of truth - Prevents box position from staying at (0,0) after texture render Test files: - tests/shader_poc_test.py: Visual test of 6 render variants - tests/shader_toggle_test.py: Regression test for position bug Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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tests/shader_toggle_test.py
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tests/shader_toggle_test.py
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#!/usr/bin/env python3
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"""
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Shader Toggle Test - Regression test for position corruption bug
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Tests that toggling shader_enabled on and off does not corrupt frame position.
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This was a bug similar to #223 where box.setPosition(0,0) during texture
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rendering was never restored when switching back to standard rendering.
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"""
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import mcrfpy
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import sys
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scene = mcrfpy.Scene("toggle_test")
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mcrfpy.current_scene = scene
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ui = scene.children
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# Background
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bg = mcrfpy.Frame(pos=(0, 0), size=(800, 600), fill_color=(20, 20, 30, 255))
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ui.append(bg)
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# Create test frame at a specific position
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test_frame = mcrfpy.Frame(
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pos=(200, 200),
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size=(150, 100),
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fill_color=(80, 120, 180, 255),
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outline_color=(255, 255, 255, 255),
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outline=3.0
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)
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label = mcrfpy.Caption(text="Test Frame", pos=(10, 10), font_size=14)
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label.fill_color = (255, 255, 255, 255)
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test_frame.children.append(label)
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ui.append(test_frame)
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# Status display
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status = mcrfpy.Caption(text="Status: Initial", pos=(20, 20), font_size=16)
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status.fill_color = (255, 255, 100, 255)
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ui.append(status)
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pos_display = mcrfpy.Caption(text="", pos=(20, 50), font_size=14)
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pos_display.fill_color = (200, 200, 200, 255)
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ui.append(pos_display)
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instructions = mcrfpy.Caption(
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text="Press 1: Enable shader | 2: Disable shader | Q: Quit",
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pos=(20, 550), font_size=14
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)
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instructions.fill_color = (150, 150, 150, 255)
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ui.append(instructions)
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def update_display():
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pos_display.text = f"Position: ({test_frame.x}, {test_frame.y}) | Shader: {test_frame.shader_enabled}"
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update_display()
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test_count = 0
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def on_key(key, state):
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global test_count
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if state != "start":
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return
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if key == "Num1" or key == "1":
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test_frame.shader_enabled = True
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status.text = "Status: Shader ENABLED"
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update_display()
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test_count += 1
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elif key == "Num2" or key == "2":
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test_frame.shader_enabled = False
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status.text = "Status: Shader DISABLED"
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update_display()
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test_count += 1
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# Check if position is still correct
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if test_frame.x != 200 or test_frame.y != 200:
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status.text = f"BUG! Position corrupted to ({test_frame.x}, {test_frame.y})"
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status.fill_color = (255, 100, 100, 255)
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else:
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status.text = "Status: Shader DISABLED - Position OK!"
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status.fill_color = (100, 255, 100, 255)
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elif key in ("Q", "Escape"):
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if test_frame.x == 200 and test_frame.y == 200:
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print(f"PASS: Position remained correct after {test_count} toggles")
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else:
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print(f"FAIL: Position corrupted to ({test_frame.x}, {test_frame.y})")
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sys.exit(0)
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scene.on_key = on_key
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print("Shader Toggle Test")
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print("Press 1 to enable shader, 2 to disable, Q to quit")
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print("Frame should stay at (200, 200) regardless of shader state")
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