fix: prevent segfault when closing window via X button

- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance

Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
John McCardle 2025-07-06 10:08:42 -04:00
commit 97067a104e
11 changed files with 247 additions and 224 deletions

48
src/UIEntityPyMethods.h Normal file
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@ -0,0 +1,48 @@
#pragma once
#include "UIEntity.h"
#include "UIBase.h"
// UIEntity-specific property implementations
// These delegate to the wrapped sprite member
// Visible property
static PyObject* UIEntity_get_visible(PyUIEntityObject* self, void* closure)
{
return PyBool_FromLong(self->data->sprite.visible);
}
static int UIEntity_set_visible(PyUIEntityObject* self, PyObject* value, void* closure)
{
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "visible must be a boolean");
return -1;
}
self->data->sprite.visible = PyObject_IsTrue(value);
return 0;
}
// Opacity property
static PyObject* UIEntity_get_opacity(PyUIEntityObject* self, void* closure)
{
return PyFloat_FromDouble(self->data->sprite.opacity);
}
static int UIEntity_set_opacity(PyUIEntityObject* self, PyObject* value, void* closure)
{
float opacity;
if (PyFloat_Check(value)) {
opacity = PyFloat_AsDouble(value);
} else if (PyLong_Check(value)) {
opacity = PyLong_AsDouble(value);
} else {
PyErr_SetString(PyExc_TypeError, "opacity must be a number");
return -1;
}
// Clamp to valid range
if (opacity < 0.0f) opacity = 0.0f;
if (opacity > 1.0f) opacity = 1.0f;
self->data->sprite.opacity = opacity;
return 0;
}