Tinkering with input

I want to move keyboard input defs to the Python API. I laid the groundwork for it today.

From the JANKFILE:

- working on API endpoint `_registerInputAction`.

it will add "_py" as a suffix to the action string and register it along with other scene actions.

- Adding public Scene methods. These are on the base class with default of return `false`.

`bool Scene::registerActionInjected(int code, std::string name)` and `unregisterActionInjected`

the PythonScene (and other scenes that support injected user input) can override this method, check existing registrations, and return `true` when succeeding.

Also, upgraded to C++20 (g++ `c++2a`), mostly because I want to use map::contains.
This commit is contained in:
John McCardle 2023-07-13 23:01:09 -04:00
commit d6446e18ea
10 changed files with 134 additions and 7 deletions

View file

@ -15,3 +15,70 @@
* ==Buttons don't know their parent...?== So there's arithmetic happening in the event loop to determine it's actual positions. Fix this with the widgets-on-widgets system (so we can go deeper, and just ask the widgets if they or their children were clicked)
* Keep aspect ratio correct (and hopefully unbork any mouse issues) when maximizing / full screening the game
```
# r/RoguelikeDev Does the Complete Roguelike Tutorial - July 2023
## Planning
Event ends roughly 26 August (last post will be 22 August)
* Add and remove keystroke registration from Python scripts
* Error checking: raise Python exceptions instead of null reference segfault in C++
* Proper exception handling: figure out the "any code at REPL shows the unhandled exception" bug thingy
* Extra clarity: display more status info about what Python stuff is being done
- load all files in directory at first
- list modules / classes found
- list Scenes that were found
- Read all Python modules, then call objects & methods at C++-managed events (Engine provided decorators, perhaps??)
* PythonScene version of MenuScene
- instantiate PythonScenes
* Switch Scenes from Python (edge of board / stairs / teleportation feature)
* Update the visible map from Python (fix "map blank until you move" bug)
- update "camera state" and "Recenter camera" buttons' API info as well without a whole Turn
* C++/TCOD Entity pathfinding without calling Python every Turn
* Replace jank .py files that define engine-required objects with C++ definitions inside of `mcrfpy` module
This actually a pretty big list, but there's about 7 weeks left, so it's just over one item per week.
I have no bad feelings if these items leak over to EngJam or beyond.
## Notes 12 July
Some changes to make in McRFPy_API.cpp:
* create a parallel to _registerPyAction which will register a keystroke to a Python label in the current scene.
## Notes 13 July
- working on API endpoint `_registerInputAction`.
it will add "_py" as a suffix to the action string and register it along with other scene actions.
- Adding public Scene methods. These are on the base class with default of return `false`.
`bool Scene::registerActionInjected(int code, std::string name)` and `unregisterActionInjected`
the PythonScene (and other scenes that support injected user input) can override this method, check existing registrations, and return `true` when succeeding.
- then remove `McRFPy_API::player_input`
This behavior can be more flexibly implemented in Python using keyboard registration. There's some deduplication as well, since I have a Python implementation of collision detection anyway (for items, doors, and NPCs).
Also, upgraded to C++20 (g++ `c++2a`), mostly because I want to use map::contains.
More ideas:
* Need to make "pan" and "zoom" optional on each grid (for minimap type use cases)
* clicks are handled by C++ and only used on buttons. Grids could have a Python click function (with pixel & grid coords available)
* pixel-on-menu Python click function should be possible too
* Need to call a Python update function when C++ events cause camera following to change: UI is only updating after player input
Tomorrow, start with:
* implement checks in PythonScene::registerActionInjected - Save injected actions, don't let regular actions be overwritten, return success
* Remove PythonScene key definitions and McRFPy_API::player_input
* re-implement walking via keyboard input in Python
* Find a good spot for camera following to update Python immediately
* Find a good spot for grid updates to redraw TCOD line of sight immediately