Squashed commit of the following: [alpha_streamline_1]
the low-hanging fruit of pre-existing issues and standardizing the
Python interfaces
Special thanks to Claude Code, ~100k output tokens for this merge
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
commit 99f301e3a0
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 16:25:32 2025 -0400
Add position tuple support and pos property to UI elements
closes #83, closes #84
- Issue #83: Add position tuple support to constructors
- Frame and Sprite now accept both (x, y) and ((x, y)) forms
- Also accept Vector objects as position arguments
- Caption and Entity already supported tuple/Vector forms
- Uses PyVector::from_arg for flexible position parsing
- Issue #84: Add pos property to Frame and Sprite
- Added pos getter that returns a Vector
- Added pos setter that accepts Vector or tuple
- Provides consistency with Caption and Entity which already had pos properties
- All UI elements now have a uniform way to get/set positions as Vectors
Both features improve API consistency and make it easier to work with positions.
commit 2f2b488fb5
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 16:18:10 2025 -0400
Standardize sprite_index property and add scale_x/scale_y to UISprite
closes #81, closes #82
- Issue #81: Standardized property name to sprite_index across UISprite and UIEntity
- Added sprite_index as the primary property name
- Kept sprite_number as a deprecated alias for backward compatibility
- Updated repr() methods to use sprite_index
- Updated animation system to recognize both names
- Issue #82: Added scale_x and scale_y properties to UISprite
- Enables non-uniform scaling of sprites
- scale property still works for uniform scaling
- Both properties work with the animation system
All existing code using sprite_number continues to work due to backward compatibility.
commit 5a003a9aa5
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 16:09:52 2025 -0400
Fix multiple low priority issues
closes #12, closes #80, closes #95, closes #96, closes #99
- Issue #12: Set tp_new to NULL for GridPoint and GridPointState to prevent instantiation from Python
- Issue #80: Renamed Caption.size to Caption.font_size for semantic clarity
- Issue #95: Fixed UICollection repr to show actual derived types instead of generic UIDrawable
- Issue #96: Added extend() method to UICollection for API consistency with UIEntityCollection
- Issue #99: Exposed read-only properties for Texture (sprite_width, sprite_height, sheet_width, sheet_height, sprite_count, source) and Font (family, source)
All issues have corresponding tests that verify the fixes work correctly.
commit e5affaf317
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 15:50:09 2025 -0400
Fix critical issues: script loading, entity types, and color properties
- Issue #37: Fix Windows scripts subdirectory not checked
- Updated executeScript() to use executable_path() from platform.h
- Scripts now load correctly when working directory differs from executable
- Issue #76: Fix UIEntityCollection returns wrong type
- Updated UIEntityCollectionIter::next() to check for stored Python object
- Derived Entity classes now preserve their type when retrieved from collections
- Issue #9: Recreate RenderTexture when resized (already fixed)
- Confirmed RenderTexture recreation already implemented in set_size() and set_float_member()
- Uses 1.5x padding and 4096 max size limit
- Issue #79: Fix Color r, g, b, a properties return None
- Implemented get_member() and set_member() in PyColor.cpp
- Color component properties now work correctly with proper validation
- Additional fix: Grid.at() method signature
- Changed from METH_O to METH_VARARGS to accept two arguments
All fixes include comprehensive tests to verify functionality.
closes #37, closes #76, closes #9, closes #79
This commit is contained in:
parent
e6dbb2d560
commit
cd0bd5468b
41 changed files with 4212 additions and 34 deletions
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@ -1,6 +1,7 @@
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#include "UIFrame.h"
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#include "UICollection.h"
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#include "GameEngine.h"
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#include "PyVector.h"
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UIDrawable* UIFrame::click_at(sf::Vector2f point)
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{
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@ -214,6 +215,28 @@ int UIFrame::set_color_member(PyUIFrameObject* self, PyObject* value, void* clos
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return 0;
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}
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PyObject* UIFrame::get_pos(PyUIFrameObject* self, void* closure)
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{
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auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
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auto obj = (PyVectorObject*)type->tp_alloc(type, 0);
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if (obj) {
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auto pos = self->data->box.getPosition();
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obj->data = sf::Vector2f(pos.x, pos.y);
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}
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return (PyObject*)obj;
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}
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int UIFrame::set_pos(PyUIFrameObject* self, PyObject* value, void* closure)
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{
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PyVectorObject* vec = PyVector::from_arg(value);
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if (!vec) {
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PyErr_SetString(PyExc_TypeError, "pos must be a Vector or convertible to Vector");
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return -1;
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}
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self->data->box.setPosition(vec->data);
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return 0;
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}
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PyGetSetDef UIFrame::getsetters[] = {
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{"x", (getter)UIFrame::get_float_member, (setter)UIFrame::set_float_member, "X coordinate of top-left corner", (void*)0},
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{"y", (getter)UIFrame::get_float_member, (setter)UIFrame::set_float_member, "Y coordinate of top-left corner", (void*)1},
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@ -225,6 +248,7 @@ PyGetSetDef UIFrame::getsetters[] = {
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{"children", (getter)UIFrame::get_children, NULL, "UICollection of objects on top of this one", NULL},
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{"click", (getter)UIDrawable::get_click, (setter)UIDrawable::set_click, "Object called with (x, y, button) when clicked", (void*)PyObjectsEnum::UIFRAME},
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{"z_index", (getter)UIDrawable::get_int, (setter)UIDrawable::set_int, "Z-order for rendering (lower values rendered first)", (void*)PyObjectsEnum::UIFRAME},
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{"pos", (getter)UIFrame::get_pos, (setter)UIFrame::set_pos, "Position as a Vector", NULL},
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{NULL}
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};
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@ -256,9 +280,29 @@ int UIFrame::init(PyUIFrameObject* self, PyObject* args, PyObject* kwds)
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PyObject* fill_color = 0;
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PyObject* outline_color = 0;
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// First try to parse as (x, y, w, h, ...)
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "ffff|OOf", const_cast<char**>(keywords), &x, &y, &w, &h, &fill_color, &outline_color, &outline))
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{
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return -1;
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PyErr_Clear(); // Clear the error
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// Try to parse as ((x,y), w, h, ...) or (Vector, w, h, ...)
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PyObject* pos_obj = nullptr;
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const char* alt_keywords[] = { "pos", "w", "h", "fill_color", "outline_color", "outline", nullptr };
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "Off|OOf", const_cast<char**>(alt_keywords),
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&pos_obj, &w, &h, &fill_color, &outline_color, &outline))
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{
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return -1;
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}
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// Convert position argument to x, y
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PyVectorObject* vec = PyVector::from_arg(pos_obj);
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if (!vec) {
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PyErr_SetString(PyExc_TypeError, "First argument must be a tuple (x, y) or Vector when not providing x, y separately");
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return -1;
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}
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x = vec->data.x;
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y = vec->data.y;
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}
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self->data->box.setPosition(sf::Vector2f(x, y));
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