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
|
|
@ -1,5 +1,6 @@
|
|||
#include "UISprite.h"
|
||||
#include "GameEngine.h"
|
||||
#include "PyVector.h"
|
||||
|
||||
UIDrawable* UISprite::click_at(sf::Vector2f point)
|
||||
{
|
||||
|
|
@ -92,6 +93,10 @@ PyObject* UISprite::get_float_member(PyUISpriteObject* self, void* closure)
|
|||
return PyFloat_FromDouble(self->data->getPosition().y);
|
||||
else if (member_ptr == 2)
|
||||
return PyFloat_FromDouble(self->data->getScale().x); // scale X and Y are identical, presently
|
||||
else if (member_ptr == 3)
|
||||
return PyFloat_FromDouble(self->data->getScale().x); // scale_x
|
||||
else if (member_ptr == 4)
|
||||
return PyFloat_FromDouble(self->data->getScale().y); // scale_y
|
||||
else
|
||||
{
|
||||
PyErr_SetString(PyExc_AttributeError, "Invalid attribute");
|
||||
|
|
@ -120,8 +125,12 @@ int UISprite::set_float_member(PyUISpriteObject* self, PyObject* value, void* cl
|
|||
self->data->setPosition(sf::Vector2f(val, self->data->getPosition().y));
|
||||
else if (member_ptr == 1) //y
|
||||
self->data->setPosition(sf::Vector2f(self->data->getPosition().x, val));
|
||||
else if (member_ptr == 2) // scale
|
||||
else if (member_ptr == 2) // scale (uniform)
|
||||
self->data->setScale(sf::Vector2f(val, val));
|
||||
else if (member_ptr == 3) // scale_x
|
||||
self->data->setScale(sf::Vector2f(val, self->data->getScale().y));
|
||||
else if (member_ptr == 4) // scale_y
|
||||
self->data->setScale(sf::Vector2f(self->data->getScale().x, val));
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
@ -195,14 +204,40 @@ int UISprite::set_texture(PyUISpriteObject* self, PyObject* value, void* closure
|
|||
return 0;
|
||||
}
|
||||
|
||||
PyObject* UISprite::get_pos(PyUISpriteObject* self, void* closure)
|
||||
{
|
||||
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
|
||||
auto obj = (PyVectorObject*)type->tp_alloc(type, 0);
|
||||
if (obj) {
|
||||
auto pos = self->data->getPosition();
|
||||
obj->data = sf::Vector2f(pos.x, pos.y);
|
||||
}
|
||||
return (PyObject*)obj;
|
||||
}
|
||||
|
||||
int UISprite::set_pos(PyUISpriteObject* self, PyObject* value, void* closure)
|
||||
{
|
||||
PyVectorObject* vec = PyVector::from_arg(value);
|
||||
if (!vec) {
|
||||
PyErr_SetString(PyExc_TypeError, "pos must be a Vector or convertible to Vector");
|
||||
return -1;
|
||||
}
|
||||
self->data->setPosition(vec->data);
|
||||
return 0;
|
||||
}
|
||||
|
||||
PyGetSetDef UISprite::getsetters[] = {
|
||||
{"x", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "X coordinate of top-left corner", (void*)0},
|
||||
{"y", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Y coordinate of top-left corner", (void*)1},
|
||||
{"scale", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Size factor", (void*)2},
|
||||
{"sprite_number", (getter)UISprite::get_int_member, (setter)UISprite::set_int_member, "Which sprite on the texture is shown", NULL},
|
||||
{"scale", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Uniform size factor", (void*)2},
|
||||
{"scale_x", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Horizontal scale factor", (void*)3},
|
||||
{"scale_y", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Vertical scale factor", (void*)4},
|
||||
{"sprite_index", (getter)UISprite::get_int_member, (setter)UISprite::set_int_member, "Which sprite on the texture is shown", NULL},
|
||||
{"sprite_number", (getter)UISprite::get_int_member, (setter)UISprite::set_int_member, "Which sprite on the texture is shown (deprecated: use sprite_index)", NULL},
|
||||
{"texture", (getter)UISprite::get_texture, (setter)UISprite::set_texture, "Texture object", NULL},
|
||||
{"click", (getter)UIDrawable::get_click, (setter)UIDrawable::set_click, "Object called with (x, y, button) when clicked", (void*)PyObjectsEnum::UISPRITE},
|
||||
{"z_index", (getter)UIDrawable::get_int, (setter)UIDrawable::set_int, "Z-order for rendering (lower values rendered first)", (void*)PyObjectsEnum::UISPRITE},
|
||||
{"pos", (getter)UISprite::get_pos, (setter)UISprite::set_pos, "Position as a Vector", NULL},
|
||||
{NULL}
|
||||
};
|
||||
|
||||
|
|
@ -214,7 +249,7 @@ PyObject* UISprite::repr(PyUISpriteObject* self)
|
|||
//auto sprite = self->data->sprite;
|
||||
ss << "<Sprite (x=" << self->data->getPosition().x << ", y=" << self->data->getPosition().y << ", " <<
|
||||
"scale=" << self->data->getScale().x << ", " <<
|
||||
"sprite_number=" << self->data->getSpriteIndex() << ")>";
|
||||
"sprite_index=" << self->data->getSpriteIndex() << ")>";
|
||||
}
|
||||
std::string repr_str = ss.str();
|
||||
return PyUnicode_DecodeUTF8(repr_str.c_str(), repr_str.size(), "replace");
|
||||
|
|
@ -228,10 +263,32 @@ int UISprite::init(PyUISpriteObject* self, PyObject* args, PyObject* kwds)
|
|||
int sprite_index = 0;
|
||||
PyObject* texture = NULL;
|
||||
|
||||
// First try to parse as (x, y, texture, ...)
|
||||
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|ffOif",
|
||||
const_cast<char**>(keywords), &x, &y, &texture, &sprite_index, &scale))
|
||||
{
|
||||
return -1;
|
||||
PyErr_Clear(); // Clear the error
|
||||
|
||||
// Try to parse as ((x,y), texture, ...) or (Vector, texture, ...)
|
||||
PyObject* pos_obj = nullptr;
|
||||
const char* alt_keywords[] = { "pos", "texture", "sprite_index", "scale", nullptr };
|
||||
|
||||
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOif", const_cast<char**>(alt_keywords),
|
||||
&pos_obj, &texture, &sprite_index, &scale))
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Convert position argument to x, y
|
||||
if (pos_obj) {
|
||||
PyVectorObject* vec = PyVector::from_arg(pos_obj);
|
||||
if (!vec) {
|
||||
PyErr_SetString(PyExc_TypeError, "First argument must be a tuple (x, y) or Vector when not providing x, y separately");
|
||||
return -1;
|
||||
}
|
||||
x = vec->data.x;
|
||||
y = vec->data.y;
|
||||
}
|
||||
}
|
||||
|
||||
// Handle texture - allow None or use default
|
||||
|
|
@ -288,7 +345,7 @@ bool UISprite::setProperty(const std::string& name, float value) {
|
|||
}
|
||||
|
||||
bool UISprite::setProperty(const std::string& name, int value) {
|
||||
if (name == "sprite_number") {
|
||||
if (name == "sprite_index" || name == "sprite_number") {
|
||||
setSpriteIndex(value);
|
||||
return true;
|
||||
}
|
||||
|
|
@ -328,7 +385,7 @@ bool UISprite::getProperty(const std::string& name, float& value) const {
|
|||
}
|
||||
|
||||
bool UISprite::getProperty(const std::string& name, int& value) const {
|
||||
if (name == "sprite_number") {
|
||||
if (name == "sprite_index" || name == "sprite_number") {
|
||||
value = sprite_index;
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue