Remove legacy string enum comparisons from InputState/Key/MouseButton, closes #306
Removed custom __eq__/__ne__ that allowed comparing enums to legacy string names (e.g., Key.ESCAPE == "Escape"). Removed _legacy_names dicts and to_legacy_string() functions. Kept from_legacy_string() in PyKey.cpp as it's used by C++ event dispatch. Updated ~50 Python test/demo/cookbook files to use enum members instead of string comparisons. Also updates grid.position -> grid.pos in files that had both types of changes. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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354faca838
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6d5e99a114
52 changed files with 372 additions and 533 deletions
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@ -160,21 +160,21 @@ def show_both():
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def handle_keypress(key_str, state):
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"""Handle keyboard input"""
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global mode
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if state == "end": return
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if state == mcrfpy.InputState.RELEASED: return
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print(key_str)
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if key_str == "Esc" or key_str == "Q":
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if key_str == mcrfpy.Key.ESCAPE or key_str == mcrfpy.Key.Q:
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print("\nExiting...")
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sys.exit(0)
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elif key_str == "A" or key_str == "1":
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elif key_str == mcrfpy.Key.A or key_str == mcrfpy.Key.NUM_1:
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mode = "ASTAR"
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show_astar()
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elif key_str == "D" or key_str == "2":
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elif key_str == mcrfpy.Key.D or key_str == mcrfpy.Key.NUM_2:
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mode = "DIJKSTRA"
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show_dijkstra()
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elif key_str == "B" or key_str == "3":
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elif key_str == mcrfpy.Key.B or key_str == mcrfpy.Key.NUM_3:
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mode = "BOTH"
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show_both()
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elif key_str == "Space":
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elif key_str == mcrfpy.Key.SPACE:
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# Refresh current mode
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if mode == "ASTAR":
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show_astar()
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@ -203,7 +203,7 @@ ui.append(grid)
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# Scale and position
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grid.size = (600, 400) # 30*20, 20*20
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grid.position = (100, 100)
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grid.pos = (100, 100)
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# Add title
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title = mcrfpy.Caption(pos=(250, 20), text="A* vs Dijkstra Pathfinding")
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@ -152,21 +152,24 @@ def show_combination(index):
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def handle_keypress(key_str, state):
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"""Handle keyboard input"""
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global current_combo_index
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if state == "end": return
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if state == mcrfpy.InputState.RELEASED: return
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if key_str == "Esc" or key_str == "Q":
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if key_str == mcrfpy.Key.ESCAPE or key_str == mcrfpy.Key.Q:
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print("\nExiting...")
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sys.exit(0)
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elif key_str == "Space" or key_str == "N":
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elif key_str == mcrfpy.Key.SPACE or key_str == mcrfpy.Key.N:
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show_combination(current_combo_index + 1)
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elif key_str == "P":
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elif key_str == mcrfpy.Key.P:
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show_combination(current_combo_index - 1)
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elif key_str == "R":
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elif key_str == mcrfpy.Key.R:
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show_combination(current_combo_index)
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elif key_str in "123456":
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combo_num = int(key_str) - 1 # 0-based index
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if combo_num < len(all_combinations):
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show_combination(combo_num)
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else:
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num_keys = {mcrfpy.Key.NUM_1: 0, mcrfpy.Key.NUM_2: 1, mcrfpy.Key.NUM_3: 2,
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mcrfpy.Key.NUM_4: 3, mcrfpy.Key.NUM_5: 4, mcrfpy.Key.NUM_6: 5}
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if key_str in num_keys:
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combo_num = num_keys[key_str]
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if combo_num < len(all_combinations):
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show_combination(combo_num)
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# Create the demo
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print("Dijkstra All Paths Demo")
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@ -183,7 +186,7 @@ ui.append(grid)
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# Scale and position
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grid.size = (560, 400)
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grid.position = (120, 100)
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grid.pos = (120, 100)
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# Add title
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title = mcrfpy.Caption(pos=(200, 20), text="Dijkstra - All Paths (Valid & Invalid)")
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@ -169,15 +169,15 @@ def show_path(index):
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def handle_keypress(key_str, state):
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"""Handle keyboard input"""
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global current_path_index
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if state == "end": return
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if key_str == "Esc":
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if state == mcrfpy.InputState.RELEASED: return
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if key_str == mcrfpy.Key.ESCAPE:
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print("\nExiting...")
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sys.exit(0)
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elif key_str == "N" or key_str == "Space":
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elif key_str == mcrfpy.Key.N or key_str == mcrfpy.Key.SPACE:
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show_path(current_path_index + 1)
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elif key_str == "P":
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elif key_str == mcrfpy.Key.P:
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show_path(current_path_index - 1)
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elif key_str == "R":
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elif key_str == mcrfpy.Key.R:
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show_path(current_path_index)
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# Create the demo
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@ -194,7 +194,7 @@ ui.append(grid)
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# Scale and position
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grid.size = (560, 400)
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grid.position = (120, 100)
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grid.pos = (120, 100)
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# Add title
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title = mcrfpy.Caption(pos=(200, 20), text="Dijkstra Pathfinding - Cycle Paths")
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@ -79,7 +79,7 @@ perspective_names = ["Omniscient", "Player", "Enemy"]
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# UI Setup
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ui = visibility_demo.children
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ui.append(grid)
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grid.position = (50, 100)
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grid.pos = (50, 100)
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grid.size = (900, 600) # 30*30, 20*30
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# Title
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@ -138,49 +138,48 @@ def cycle_perspective():
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# Key handlers
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def handle_keys(key, state):
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"""Handle keyboard input"""
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if state == "end": return
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key = key.lower()
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if state == mcrfpy.InputState.RELEASED: return
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# Player movement (WASD)
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if key == "w":
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if key == mcrfpy.Key.W:
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move_entity(player, 0, -1)
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elif key == "s":
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elif key == mcrfpy.Key.S:
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move_entity(player, 0, 1)
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elif key == "a":
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elif key == mcrfpy.Key.A:
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move_entity(player, -1, 0)
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elif key == "d":
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elif key == mcrfpy.Key.D:
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move_entity(player, 1, 0)
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# Enemy movement (Arrows)
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elif key == "up":
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elif key == mcrfpy.Key.UP:
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move_entity(enemy, 0, -1)
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elif key == "down":
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elif key == mcrfpy.Key.DOWN:
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move_entity(enemy, 0, 1)
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elif key == "left":
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elif key == mcrfpy.Key.LEFT:
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move_entity(enemy, -1, 0)
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elif key == "right":
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elif key == mcrfpy.Key.RIGHT:
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move_entity(enemy, 1, 0)
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# Tab to cycle perspective
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elif key == "tab":
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elif key == mcrfpy.Key.TAB:
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cycle_perspective()
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# Space to update visibility
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elif key == "space":
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elif key == mcrfpy.Key.SPACE:
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player.update_visibility()
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enemy.update_visibility()
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print("Updated visibility for both entities")
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# R to reset
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elif key == "r":
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elif key == mcrfpy.Key.R:
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player.x, player.y = 5, 10
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enemy.x, enemy.y = 25, 10
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player.update_visibility()
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enemy.update_visibility()
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update_info()
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print("Reset positions")
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# Q to quit
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elif key == "q":
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elif key == mcrfpy.Key.Q:
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print("Exiting...")
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sys.exit(0)
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