Parent-Child UI System (#122): - Add parent weak_ptr to UIDrawable for hierarchy tracking - Add setParent(), getParent(), removeFromParent() methods - UICollection now tracks owner and sets parent on append/insert - Auto-remove from old parent when adding to new collection Global Position Property (#102): - Add get_global_position() that walks up parent chain - Expose as read-only 'global_position' property on all UI types - Add UIDRAWABLE_PARENT_GETSETTERS macro for consistent bindings Dirty Flag System (#116): - Modify markDirty() to propagate up the parent chain - Add isDirty() and clearDirty() methods for render optimization Scene as Drawable (#118): - Add position, visible, opacity properties to Scene - Add setProperty()/getProperty() for animation support - Apply scene transformations in PyScene::render() - Fix lifecycle callbacks to clear errors when methods don't exist - Add GameEngine::getScene() public accessor 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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174
tests/unit/test_scene_properties.py
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174
tests/unit/test_scene_properties.py
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#!/usr/bin/env python3
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"""Test Scene properties (#118: Scene as Drawable)"""
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import mcrfpy
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import sys
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# Create test scenes
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mcrfpy.createScene("test_scene")
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def test_scene_pos():
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"""Test Scene pos property"""
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print("Testing scene pos property...")
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# Create a Scene subclass to test
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class TestScene(mcrfpy.Scene):
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def __init__(self, name):
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super().__init__(name)
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scene = TestScene("scene_pos_test")
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# Test initial position
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pos = scene.pos
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assert pos.x == 0.0, f"Initial pos.x should be 0.0, got {pos.x}"
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assert pos.y == 0.0, f"Initial pos.y should be 0.0, got {pos.y}"
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# Test setting position with tuple
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scene.pos = (100.0, 200.0)
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pos = scene.pos
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assert pos.x == 100.0, f"pos.x should be 100.0, got {pos.x}"
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assert pos.y == 200.0, f"pos.y should be 200.0, got {pos.y}"
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# Test setting position with Vector
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scene.pos = mcrfpy.Vector(50.0, 75.0)
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pos = scene.pos
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assert pos.x == 50.0, f"pos.x should be 50.0, got {pos.x}"
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assert pos.y == 75.0, f"pos.y should be 75.0, got {pos.y}"
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print(" - Scene pos property: PASS")
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def test_scene_visible():
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"""Test Scene visible property"""
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print("Testing scene visible property...")
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class TestScene(mcrfpy.Scene):
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def __init__(self, name):
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super().__init__(name)
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scene = TestScene("scene_vis_test")
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# Test initial visibility (should be True)
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assert scene.visible == True, f"Initial visible should be True, got {scene.visible}"
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# Test setting to False
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scene.visible = False
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assert scene.visible == False, f"visible should be False, got {scene.visible}"
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# Test setting back to True
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scene.visible = True
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assert scene.visible == True, f"visible should be True, got {scene.visible}"
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print(" - Scene visible property: PASS")
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def test_scene_opacity():
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"""Test Scene opacity property"""
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print("Testing scene opacity property...")
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class TestScene(mcrfpy.Scene):
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def __init__(self, name):
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super().__init__(name)
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scene = TestScene("scene_opa_test")
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# Test initial opacity (should be 1.0)
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assert abs(scene.opacity - 1.0) < 0.001, f"Initial opacity should be 1.0, got {scene.opacity}"
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# Test setting opacity
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scene.opacity = 0.5
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assert abs(scene.opacity - 0.5) < 0.001, f"opacity should be 0.5, got {scene.opacity}"
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# Test clamping to 0.0
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scene.opacity = -0.5
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assert scene.opacity >= 0.0, f"opacity should be clamped to >= 0.0, got {scene.opacity}"
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# Test clamping to 1.0
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scene.opacity = 1.5
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assert scene.opacity <= 1.0, f"opacity should be clamped to <= 1.0, got {scene.opacity}"
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print(" - Scene opacity property: PASS")
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def test_scene_name():
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"""Test Scene name property (read-only)"""
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print("Testing scene name property...")
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class TestScene(mcrfpy.Scene):
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def __init__(self, name):
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super().__init__(name)
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scene = TestScene("my_test_scene")
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# Test name
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assert scene.name == "my_test_scene", f"name should be 'my_test_scene', got {scene.name}"
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# Name should be read-only (trying to set should raise)
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try:
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scene.name = "other_name"
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print(" - Scene name should be read-only: FAIL")
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sys.exit(1)
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except AttributeError:
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pass # Expected
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print(" - Scene name property: PASS")
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def test_scene_active():
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"""Test Scene active property"""
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print("Testing scene active property...")
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class TestScene(mcrfpy.Scene):
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def __init__(self, name):
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super().__init__(name)
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scene1 = TestScene("active_test_1")
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scene2 = TestScene("active_test_2")
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# Activate scene1
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scene1.activate()
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assert scene1.active == True, f"scene1.active should be True after activation"
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assert scene2.active == False, f"scene2.active should be False"
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# Activate scene2
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scene2.activate()
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assert scene1.active == False, f"scene1.active should be False after activating scene2"
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assert scene2.active == True, f"scene2.active should be True"
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print(" - Scene active property: PASS")
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def test_scene_get_ui():
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"""Test Scene get_ui method"""
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print("Testing scene get_ui method...")
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class TestScene(mcrfpy.Scene):
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def __init__(self, name):
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super().__init__(name)
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scene = TestScene("ui_test_scene")
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# Get UI collection
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ui = scene.get_ui()
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assert ui is not None, "get_ui() should return a collection"
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# Add some elements
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ui.append(mcrfpy.Frame(pos=(10, 20), size=(100, 100)))
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ui.append(mcrfpy.Caption(text="Test", pos=(50, 50)))
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# Verify length
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assert len(ui) == 2, f"UI should have 2 elements, got {len(ui)}"
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print(" - Scene get_ui method: PASS")
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# Run all tests
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if __name__ == "__main__":
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try:
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test_scene_pos()
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test_scene_visible()
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test_scene_opacity()
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test_scene_name()
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test_scene_active()
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test_scene_get_ui()
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print("\n=== All Scene property tests passed! ===")
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sys.exit(0)
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except Exception as e:
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print(f"\nFAIL: {e}")
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import traceback
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traceback.print_exc()
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sys.exit(1)
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