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>
This commit is contained in:
John McCardle 2026-04-09 22:19:02 -04:00
commit 6d5e99a114
52 changed files with 372 additions and 533 deletions

View file

@ -160,21 +160,21 @@ def show_both():
def handle_keypress(key_str, state):
"""Handle keyboard input"""
global mode
if state == "end": return
if state == mcrfpy.InputState.RELEASED: return
print(key_str)
if key_str == "Esc" or key_str == "Q":
if key_str == mcrfpy.Key.ESCAPE or key_str == mcrfpy.Key.Q:
print("\nExiting...")
sys.exit(0)
elif key_str == "A" or key_str == "1":
elif key_str == mcrfpy.Key.A or key_str == mcrfpy.Key.NUM_1:
mode = "ASTAR"
show_astar()
elif key_str == "D" or key_str == "2":
elif key_str == mcrfpy.Key.D or key_str == mcrfpy.Key.NUM_2:
mode = "DIJKSTRA"
show_dijkstra()
elif key_str == "B" or key_str == "3":
elif key_str == mcrfpy.Key.B or key_str == mcrfpy.Key.NUM_3:
mode = "BOTH"
show_both()
elif key_str == "Space":
elif key_str == mcrfpy.Key.SPACE:
# Refresh current mode
if mode == "ASTAR":
show_astar()
@ -203,7 +203,7 @@ ui.append(grid)
# Scale and position
grid.size = (600, 400) # 30*20, 20*20
grid.position = (100, 100)
grid.pos = (100, 100)
# Add title
title = mcrfpy.Caption(pos=(250, 20), text="A* vs Dijkstra Pathfinding")

View file

@ -152,21 +152,24 @@ def show_combination(index):
def handle_keypress(key_str, state):
"""Handle keyboard input"""
global current_combo_index
if state == "end": return
if state == mcrfpy.InputState.RELEASED: return
if key_str == "Esc" or key_str == "Q":
if key_str == mcrfpy.Key.ESCAPE or key_str == mcrfpy.Key.Q:
print("\nExiting...")
sys.exit(0)
elif key_str == "Space" or key_str == "N":
elif key_str == mcrfpy.Key.SPACE or key_str == mcrfpy.Key.N:
show_combination(current_combo_index + 1)
elif key_str == "P":
elif key_str == mcrfpy.Key.P:
show_combination(current_combo_index - 1)
elif key_str == "R":
elif key_str == mcrfpy.Key.R:
show_combination(current_combo_index)
elif key_str in "123456":
combo_num = int(key_str) - 1 # 0-based index
if combo_num < len(all_combinations):
show_combination(combo_num)
else:
num_keys = {mcrfpy.Key.NUM_1: 0, mcrfpy.Key.NUM_2: 1, mcrfpy.Key.NUM_3: 2,
mcrfpy.Key.NUM_4: 3, mcrfpy.Key.NUM_5: 4, mcrfpy.Key.NUM_6: 5}
if key_str in num_keys:
combo_num = num_keys[key_str]
if combo_num < len(all_combinations):
show_combination(combo_num)
# Create the demo
print("Dijkstra All Paths Demo")
@ -183,7 +186,7 @@ ui.append(grid)
# Scale and position
grid.size = (560, 400)
grid.position = (120, 100)
grid.pos = (120, 100)
# Add title
title = mcrfpy.Caption(pos=(200, 20), text="Dijkstra - All Paths (Valid & Invalid)")

View file

@ -169,15 +169,15 @@ def show_path(index):
def handle_keypress(key_str, state):
"""Handle keyboard input"""
global current_path_index
if state == "end": return
if key_str == "Esc":
if state == mcrfpy.InputState.RELEASED: return
if key_str == mcrfpy.Key.ESCAPE:
print("\nExiting...")
sys.exit(0)
elif key_str == "N" or key_str == "Space":
elif key_str == mcrfpy.Key.N or key_str == mcrfpy.Key.SPACE:
show_path(current_path_index + 1)
elif key_str == "P":
elif key_str == mcrfpy.Key.P:
show_path(current_path_index - 1)
elif key_str == "R":
elif key_str == mcrfpy.Key.R:
show_path(current_path_index)
# Create the demo
@ -194,7 +194,7 @@ ui.append(grid)
# Scale and position
grid.size = (560, 400)
grid.position = (120, 100)
grid.pos = (120, 100)
# Add title
title = mcrfpy.Caption(pos=(200, 20), text="Dijkstra Pathfinding - Cycle Paths")

View file

@ -79,7 +79,7 @@ perspective_names = ["Omniscient", "Player", "Enemy"]
# UI Setup
ui = visibility_demo.children
ui.append(grid)
grid.position = (50, 100)
grid.pos = (50, 100)
grid.size = (900, 600) # 30*30, 20*30
# Title
@ -138,49 +138,48 @@ def cycle_perspective():
# Key handlers
def handle_keys(key, state):
"""Handle keyboard input"""
if state == "end": return
key = key.lower()
if state == mcrfpy.InputState.RELEASED: return
# Player movement (WASD)
if key == "w":
if key == mcrfpy.Key.W:
move_entity(player, 0, -1)
elif key == "s":
elif key == mcrfpy.Key.S:
move_entity(player, 0, 1)
elif key == "a":
elif key == mcrfpy.Key.A:
move_entity(player, -1, 0)
elif key == "d":
elif key == mcrfpy.Key.D:
move_entity(player, 1, 0)
# Enemy movement (Arrows)
elif key == "up":
elif key == mcrfpy.Key.UP:
move_entity(enemy, 0, -1)
elif key == "down":
elif key == mcrfpy.Key.DOWN:
move_entity(enemy, 0, 1)
elif key == "left":
elif key == mcrfpy.Key.LEFT:
move_entity(enemy, -1, 0)
elif key == "right":
elif key == mcrfpy.Key.RIGHT:
move_entity(enemy, 1, 0)
# Tab to cycle perspective
elif key == "tab":
elif key == mcrfpy.Key.TAB:
cycle_perspective()
# Space to update visibility
elif key == "space":
elif key == mcrfpy.Key.SPACE:
player.update_visibility()
enemy.update_visibility()
print("Updated visibility for both entities")
# R to reset
elif key == "r":
elif key == mcrfpy.Key.R:
player.x, player.y = 5, 10
enemy.x, enemy.y = 25, 10
player.update_visibility()
enemy.update_visibility()
update_info()
print("Reset positions")
# Q to quit
elif key == "q":
elif key == mcrfpy.Key.Q:
print("Exiting...")
sys.exit(0)