Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e298
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa96
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c4591
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51e
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aa
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd01
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc4
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978
Directory structure cleanup and organization overhaul
This commit is contained in:
parent
1a143982e1
commit
f4343e1e82
163 changed files with 12812 additions and 5441 deletions
821
tools/generate_complete_markdown_docs.py
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tools/generate_complete_markdown_docs.py
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#!/usr/bin/env python3
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"""Generate COMPLETE Markdown API reference documentation for McRogueFace with NO missing methods."""
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import os
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import sys
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import datetime
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from pathlib import Path
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import mcrfpy
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def get_complete_method_documentation():
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"""Return complete documentation for ALL methods across all classes."""
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return {
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# Base Drawable methods (inherited by all UI elements)
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'Drawable': {
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'get_bounds': {
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'signature': 'get_bounds()',
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'description': 'Get the bounding rectangle of this drawable element.',
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'returns': 'tuple: (x, y, width, height) representing the element\'s bounds',
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'note': 'The bounds are in screen coordinates and account for current position and size.'
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},
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'move': {
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'signature': 'move(dx, dy)',
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'description': 'Move the element by a relative offset.',
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'args': [
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('dx', 'float', 'Horizontal offset in pixels'),
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('dy', 'float', 'Vertical offset in pixels')
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],
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'note': 'This modifies the x and y position properties by the given amounts.'
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},
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'resize': {
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'signature': 'resize(width, height)',
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'description': 'Resize the element to new dimensions.',
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'args': [
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('width', 'float', 'New width in pixels'),
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('height', 'float', 'New height in pixels')
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],
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'note': 'For Caption and Sprite, this may not change actual size if determined by content.'
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}
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},
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# Entity-specific methods
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'Entity': {
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'at': {
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'signature': 'at(x, y)',
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'description': 'Check if this entity is at the specified grid coordinates.',
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'args': [
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('x', 'int', 'Grid x coordinate to check'),
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('y', 'int', 'Grid y coordinate to check')
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],
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'returns': 'bool: True if entity is at position (x, y), False otherwise'
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},
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'die': {
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'signature': 'die()',
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'description': 'Remove this entity from its parent grid.',
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'note': 'The entity object remains valid but is no longer rendered or updated.'
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},
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'index': {
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'signature': 'index()',
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'description': 'Get the index of this entity in its parent grid\'s entity list.',
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'returns': 'int: Index position, or -1 if not in a grid'
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}
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},
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# Grid-specific methods
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'Grid': {
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'at': {
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'signature': 'at(x, y)',
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'description': 'Get the GridPoint at the specified grid coordinates.',
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'args': [
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('x', 'int', 'Grid x coordinate'),
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('y', 'int', 'Grid y coordinate')
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],
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'returns': 'GridPoint or None: The grid point at (x, y), or None if out of bounds'
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}
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},
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# Collection methods
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'EntityCollection': {
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'append': {
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'signature': 'append(entity)',
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'description': 'Add an entity to the end of the collection.',
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'args': [('entity', 'Entity', 'The entity to add')]
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},
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'remove': {
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'signature': 'remove(entity)',
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'description': 'Remove the first occurrence of an entity from the collection.',
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'args': [('entity', 'Entity', 'The entity to remove')],
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'raises': 'ValueError: If entity is not in collection'
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},
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'extend': {
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'signature': 'extend(iterable)',
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'description': 'Add all entities from an iterable to the collection.',
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'args': [('iterable', 'Iterable[Entity]', 'Entities to add')]
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},
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'count': {
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'signature': 'count(entity)',
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'description': 'Count the number of occurrences of an entity in the collection.',
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'args': [('entity', 'Entity', 'The entity to count')],
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'returns': 'int: Number of times entity appears in collection'
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},
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'index': {
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'signature': 'index(entity)',
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'description': 'Find the index of the first occurrence of an entity.',
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'args': [('entity', 'Entity', 'The entity to find')],
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'returns': 'int: Index of entity in collection',
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'raises': 'ValueError: If entity is not in collection'
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}
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},
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'UICollection': {
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'append': {
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'signature': 'append(drawable)',
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'description': 'Add a drawable element to the end of the collection.',
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'args': [('drawable', 'UIDrawable', 'The drawable element to add')]
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},
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'remove': {
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'signature': 'remove(drawable)',
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'description': 'Remove the first occurrence of a drawable from the collection.',
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'args': [('drawable', 'UIDrawable', 'The drawable to remove')],
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'raises': 'ValueError: If drawable is not in collection'
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},
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'extend': {
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'signature': 'extend(iterable)',
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'description': 'Add all drawables from an iterable to the collection.',
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'args': [('iterable', 'Iterable[UIDrawable]', 'Drawables to add')]
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},
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'count': {
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'signature': 'count(drawable)',
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'description': 'Count the number of occurrences of a drawable in the collection.',
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'args': [('drawable', 'UIDrawable', 'The drawable to count')],
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'returns': 'int: Number of times drawable appears in collection'
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},
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'index': {
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'signature': 'index(drawable)',
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'description': 'Find the index of the first occurrence of a drawable.',
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'args': [('drawable', 'UIDrawable', 'The drawable to find')],
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'returns': 'int: Index of drawable in collection',
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'raises': 'ValueError: If drawable is not in collection'
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}
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},
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# Animation methods
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'Animation': {
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'get_current_value': {
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'signature': 'get_current_value()',
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'description': 'Get the current interpolated value of the animation.',
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'returns': 'float: Current animation value between start and end'
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},
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'start': {
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'signature': 'start(target)',
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'description': 'Start the animation on a target UI element.',
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'args': [('target', 'UIDrawable', 'The UI element to animate')],
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'note': 'The target must have the property specified in the animation constructor.'
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},
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'update': {
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'signature': 'update(delta_time)',
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'description': 'Update the animation by the given time delta.',
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'args': [('delta_time', 'float', 'Time elapsed since last update in seconds')],
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'returns': 'bool: True if animation is still running, False if finished'
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}
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},
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# Color methods
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'Color': {
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'from_hex': {
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'signature': 'from_hex(hex_string)',
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'description': 'Create a Color from a hexadecimal color string.',
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'args': [('hex_string', 'str', 'Hex color string (e.g., "#FF0000" or "FF0000")')],
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'returns': 'Color: New Color object from hex string',
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'example': 'red = Color.from_hex("#FF0000")'
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},
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'to_hex': {
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'signature': 'to_hex()',
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'description': 'Convert this Color to a hexadecimal string.',
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'returns': 'str: Hex color string in format "#RRGGBB"',
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'example': 'hex_str = color.to_hex() # Returns "#FF0000"'
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},
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'lerp': {
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'signature': 'lerp(other, t)',
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'description': 'Linearly interpolate between this color and another.',
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'args': [
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('other', 'Color', 'The color to interpolate towards'),
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('t', 'float', 'Interpolation factor from 0.0 to 1.0')
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],
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'returns': 'Color: New interpolated Color object',
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'example': 'mixed = red.lerp(blue, 0.5) # 50% between red and blue'
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}
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},
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# Vector methods
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'Vector': {
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'magnitude': {
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'signature': 'magnitude()',
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'description': 'Calculate the length/magnitude of this vector.',
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'returns': 'float: The magnitude of the vector'
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},
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'magnitude_squared': {
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'signature': 'magnitude_squared()',
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'description': 'Calculate the squared magnitude of this vector.',
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'returns': 'float: The squared magnitude (faster than magnitude())',
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'note': 'Use this for comparisons to avoid expensive square root calculation.'
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},
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'normalize': {
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'signature': 'normalize()',
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'description': 'Return a unit vector in the same direction.',
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'returns': 'Vector: New normalized vector with magnitude 1.0',
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'raises': 'ValueError: If vector has zero magnitude'
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},
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'dot': {
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'signature': 'dot(other)',
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'description': 'Calculate the dot product with another vector.',
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'args': [('other', 'Vector', 'The other vector')],
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'returns': 'float: Dot product of the two vectors'
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},
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'distance_to': {
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'signature': 'distance_to(other)',
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'description': 'Calculate the distance to another vector.',
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'args': [('other', 'Vector', 'The other vector')],
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'returns': 'float: Distance between the two vectors'
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},
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'angle': {
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'signature': 'angle()',
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'description': 'Get the angle of this vector in radians.',
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'returns': 'float: Angle in radians from positive x-axis'
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},
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'copy': {
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'signature': 'copy()',
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'description': 'Create a copy of this vector.',
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'returns': 'Vector: New Vector object with same x and y values'
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}
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},
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# Scene methods
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'Scene': {
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'activate': {
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'signature': 'activate()',
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'description': 'Make this scene the active scene.',
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'note': 'Equivalent to calling setScene() with this scene\'s name.'
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},
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'get_ui': {
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'signature': 'get_ui()',
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'description': 'Get the UI element collection for this scene.',
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'returns': 'UICollection: Collection of all UI elements in this scene'
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},
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'keypress': {
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'signature': 'keypress(handler)',
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'description': 'Register a keyboard handler function for this scene.',
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'args': [('handler', 'callable', 'Function that takes (key_name: str, is_pressed: bool)')],
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'note': 'Alternative to overriding the on_keypress method.'
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},
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'register_keyboard': {
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'signature': 'register_keyboard(callable)',
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'description': 'Register a keyboard event handler function for the scene.',
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'args': [('callable', 'callable', 'Function that takes (key: str, action: str) parameters')],
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'note': 'Alternative to overriding the on_keypress method when subclassing Scene objects.',
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'example': '''def handle_keyboard(key, action):
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print(f"Key '{key}' was {action}")
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scene.register_keyboard(handle_keyboard)'''
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}
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},
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# Timer methods
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'Timer': {
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'pause': {
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'signature': 'pause()',
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'description': 'Pause the timer, stopping its callback execution.',
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'note': 'Use resume() to continue the timer from where it was paused.'
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},
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'resume': {
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'signature': 'resume()',
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'description': 'Resume a paused timer.',
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'note': 'Has no effect if timer is not paused.'
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},
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'cancel': {
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'signature': 'cancel()',
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'description': 'Cancel the timer and remove it from the system.',
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'note': 'After cancelling, the timer object cannot be reused.'
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},
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'restart': {
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'signature': 'restart()',
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'description': 'Restart the timer from the beginning.',
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'note': 'Resets the timer\'s internal clock to zero.'
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}
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},
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# Window methods
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'Window': {
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'get': {
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'signature': 'get()',
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'description': 'Get the Window singleton instance.',
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'returns': 'Window: The singleton window object',
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'note': 'This is a static method that returns the same instance every time.'
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},
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'center': {
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'signature': 'center()',
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'description': 'Center the window on the screen.',
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'note': 'Only works if the window is not fullscreen.'
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},
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'screenshot': {
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'signature': 'screenshot(filename)',
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'description': 'Take a screenshot and save it to a file.',
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'args': [('filename', 'str', 'Path where to save the screenshot')],
|
||||
'note': 'Supports PNG, JPG, and BMP formats based on file extension.'
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
def get_complete_function_documentation():
|
||||
"""Return complete documentation for ALL module functions."""
|
||||
return {
|
||||
# Scene Management
|
||||
'createScene': {
|
||||
'signature': 'createScene(name: str) -> None',
|
||||
'description': 'Create a new empty scene with the given name.',
|
||||
'args': [('name', 'str', 'Unique name for the new scene')],
|
||||
'raises': 'ValueError: If a scene with this name already exists',
|
||||
'note': 'The scene is created but not made active. Use setScene() to switch to it.',
|
||||
'example': 'mcrfpy.createScene("game_over")'
|
||||
},
|
||||
'setScene': {
|
||||
'signature': 'setScene(scene: str, transition: str = None, duration: float = 0.0) -> None',
|
||||
'description': 'Switch to a different scene with optional transition effect.',
|
||||
'args': [
|
||||
('scene', 'str', 'Name of the scene to switch to'),
|
||||
('transition', 'str', 'Transition type: "fade", "slide_left", "slide_right", "slide_up", "slide_down"'),
|
||||
('duration', 'float', 'Transition duration in seconds (default: 0.0 for instant)')
|
||||
],
|
||||
'raises': 'KeyError: If the scene doesn\'t exist',
|
||||
'example': 'mcrfpy.setScene("game", "fade", 0.5)'
|
||||
},
|
||||
'currentScene': {
|
||||
'signature': 'currentScene() -> str',
|
||||
'description': 'Get the name of the currently active scene.',
|
||||
'returns': 'str: Name of the current scene',
|
||||
'example': 'scene_name = mcrfpy.currentScene()'
|
||||
},
|
||||
'sceneUI': {
|
||||
'signature': 'sceneUI(scene: str = None) -> UICollection',
|
||||
'description': 'Get all UI elements for a scene.',
|
||||
'args': [('scene', 'str', 'Scene name. If None, uses current scene')],
|
||||
'returns': 'UICollection: All UI elements in the scene',
|
||||
'raises': 'KeyError: If the specified scene doesn\'t exist',
|
||||
'example': 'ui_elements = mcrfpy.sceneUI("game")'
|
||||
},
|
||||
'keypressScene': {
|
||||
'signature': 'keypressScene(handler: callable) -> None',
|
||||
'description': 'Set the keyboard event handler for the current scene.',
|
||||
'args': [('handler', 'callable', 'Function that receives (key_name: str, is_pressed: bool)')],
|
||||
'example': '''def on_key(key, pressed):
|
||||
if key == "SPACE" and pressed:
|
||||
player.jump()
|
||||
mcrfpy.keypressScene(on_key)'''
|
||||
},
|
||||
|
||||
# Audio Functions
|
||||
'createSoundBuffer': {
|
||||
'signature': 'createSoundBuffer(filename: str) -> int',
|
||||
'description': 'Load a sound effect from a file and return its buffer ID.',
|
||||
'args': [('filename', 'str', 'Path to the sound file (WAV, OGG, FLAC)')],
|
||||
'returns': 'int: Buffer ID for use with playSound()',
|
||||
'raises': 'RuntimeError: If the file cannot be loaded',
|
||||
'example': 'jump_sound = mcrfpy.createSoundBuffer("assets/jump.wav")'
|
||||
},
|
||||
'loadMusic': {
|
||||
'signature': 'loadMusic(filename: str, loop: bool = True) -> None',
|
||||
'description': 'Load and immediately play background music from a file.',
|
||||
'args': [
|
||||
('filename', 'str', 'Path to the music file (WAV, OGG, FLAC)'),
|
||||
('loop', 'bool', 'Whether to loop the music (default: True)')
|
||||
],
|
||||
'note': 'Only one music track can play at a time. Loading new music stops the current track.',
|
||||
'example': 'mcrfpy.loadMusic("assets/background.ogg", True)'
|
||||
},
|
||||
'playSound': {
|
||||
'signature': 'playSound(buffer_id: int) -> None',
|
||||
'description': 'Play a sound effect using a previously loaded buffer.',
|
||||
'args': [('buffer_id', 'int', 'Sound buffer ID returned by createSoundBuffer()')],
|
||||
'raises': 'RuntimeError: If the buffer ID is invalid',
|
||||
'example': 'mcrfpy.playSound(jump_sound)'
|
||||
},
|
||||
'getMusicVolume': {
|
||||
'signature': 'getMusicVolume() -> int',
|
||||
'description': 'Get the current music volume level.',
|
||||
'returns': 'int: Current volume (0-100)',
|
||||
'example': 'current_volume = mcrfpy.getMusicVolume()'
|
||||
},
|
||||
'getSoundVolume': {
|
||||
'signature': 'getSoundVolume() -> int',
|
||||
'description': 'Get the current sound effects volume level.',
|
||||
'returns': 'int: Current volume (0-100)',
|
||||
'example': 'current_volume = mcrfpy.getSoundVolume()'
|
||||
},
|
||||
'setMusicVolume': {
|
||||
'signature': 'setMusicVolume(volume: int) -> None',
|
||||
'description': 'Set the global music volume.',
|
||||
'args': [('volume', 'int', 'Volume level from 0 (silent) to 100 (full volume)')],
|
||||
'example': 'mcrfpy.setMusicVolume(50) # Set to 50% volume'
|
||||
},
|
||||
'setSoundVolume': {
|
||||
'signature': 'setSoundVolume(volume: int) -> None',
|
||||
'description': 'Set the global sound effects volume.',
|
||||
'args': [('volume', 'int', 'Volume level from 0 (silent) to 100 (full volume)')],
|
||||
'example': 'mcrfpy.setSoundVolume(75) # Set to 75% volume'
|
||||
},
|
||||
|
||||
# UI Utilities
|
||||
'find': {
|
||||
'signature': 'find(name: str, scene: str = None) -> UIDrawable | None',
|
||||
'description': 'Find the first UI element with the specified name.',
|
||||
'args': [
|
||||
('name', 'str', 'Exact name to search for'),
|
||||
('scene', 'str', 'Scene to search in (default: current scene)')
|
||||
],
|
||||
'returns': 'UIDrawable or None: The found element, or None if not found',
|
||||
'note': 'Searches scene UI elements and entities within grids.',
|
||||
'example': 'button = mcrfpy.find("start_button")'
|
||||
},
|
||||
'findAll': {
|
||||
'signature': 'findAll(pattern: str, scene: str = None) -> list',
|
||||
'description': 'Find all UI elements matching a name pattern.',
|
||||
'args': [
|
||||
('pattern', 'str', 'Name pattern with optional wildcards (* matches any characters)'),
|
||||
('scene', 'str', 'Scene to search in (default: current scene)')
|
||||
],
|
||||
'returns': 'list: All matching UI elements and entities',
|
||||
'example': 'enemies = mcrfpy.findAll("enemy_*")'
|
||||
},
|
||||
|
||||
# System Functions
|
||||
'exit': {
|
||||
'signature': 'exit() -> None',
|
||||
'description': 'Cleanly shut down the game engine and exit the application.',
|
||||
'note': 'This immediately closes the window and terminates the program.',
|
||||
'example': 'mcrfpy.exit()'
|
||||
},
|
||||
'getMetrics': {
|
||||
'signature': 'getMetrics() -> dict',
|
||||
'description': 'Get current performance metrics.',
|
||||
'returns': '''dict: Performance data with keys:
|
||||
- frame_time: Last frame duration in seconds
|
||||
- avg_frame_time: Average frame time
|
||||
- fps: Frames per second
|
||||
- draw_calls: Number of draw calls
|
||||
- ui_elements: Total UI element count
|
||||
- visible_elements: Visible element count
|
||||
- current_frame: Frame counter
|
||||
- runtime: Total runtime in seconds''',
|
||||
'example': 'metrics = mcrfpy.getMetrics()'
|
||||
},
|
||||
'setTimer': {
|
||||
'signature': 'setTimer(name: str, handler: callable, interval: int) -> None',
|
||||
'description': 'Create or update a recurring timer.',
|
||||
'args': [
|
||||
('name', 'str', 'Unique identifier for the timer'),
|
||||
('handler', 'callable', 'Function called with (runtime: float) parameter'),
|
||||
('interval', 'int', 'Time between calls in milliseconds')
|
||||
],
|
||||
'note': 'If a timer with this name exists, it will be replaced.',
|
||||
'example': '''def update_score(runtime):
|
||||
score += 1
|
||||
mcrfpy.setTimer("score_update", update_score, 1000)'''
|
||||
},
|
||||
'delTimer': {
|
||||
'signature': 'delTimer(name: str) -> None',
|
||||
'description': 'Stop and remove a timer.',
|
||||
'args': [('name', 'str', 'Timer identifier to remove')],
|
||||
'note': 'No error is raised if the timer doesn\'t exist.',
|
||||
'example': 'mcrfpy.delTimer("score_update")'
|
||||
},
|
||||
'setScale': {
|
||||
'signature': 'setScale(multiplier: float) -> None',
|
||||
'description': 'Scale the game window size.',
|
||||
'args': [('multiplier', 'float', 'Scale factor (e.g., 2.0 for double size)')],
|
||||
'note': 'The internal resolution remains 1024x768, but the window is scaled.',
|
||||
'example': 'mcrfpy.setScale(2.0) # Double the window size'
|
||||
}
|
||||
}
|
||||
|
||||
def get_complete_property_documentation():
|
||||
"""Return complete documentation for ALL properties."""
|
||||
return {
|
||||
'Animation': {
|
||||
'property': 'str: Name of the property being animated (e.g., "x", "y", "scale")',
|
||||
'duration': 'float: Total duration of the animation in seconds',
|
||||
'elapsed_time': 'float: Time elapsed since animation started (read-only)',
|
||||
'current_value': 'float: Current interpolated value of the animation (read-only)',
|
||||
'is_running': 'bool: True if animation is currently running (read-only)',
|
||||
'is_finished': 'bool: True if animation has completed (read-only)'
|
||||
},
|
||||
'GridPoint': {
|
||||
'x': 'int: Grid x coordinate of this point',
|
||||
'y': 'int: Grid y coordinate of this point',
|
||||
'texture_index': 'int: Index of the texture/sprite to display at this point',
|
||||
'solid': 'bool: Whether this point blocks movement',
|
||||
'transparent': 'bool: Whether this point allows light/vision through',
|
||||
'color': 'Color: Color tint applied to the texture at this point'
|
||||
},
|
||||
'GridPointState': {
|
||||
'visible': 'bool: Whether this point is currently visible to the player',
|
||||
'discovered': 'bool: Whether this point has been discovered/explored',
|
||||
'custom_flags': 'int: Bitfield for custom game-specific flags'
|
||||
}
|
||||
}
|
||||
|
||||
def format_method_markdown(method_name, method_doc):
|
||||
"""Format a method as markdown."""
|
||||
lines = []
|
||||
|
||||
lines.append(f"#### `{method_doc['signature']}`")
|
||||
lines.append("")
|
||||
lines.append(method_doc['description'])
|
||||
lines.append("")
|
||||
|
||||
# Arguments
|
||||
if 'args' in method_doc:
|
||||
lines.append("**Arguments:**")
|
||||
for arg in method_doc['args']:
|
||||
lines.append(f"- `{arg[0]}` (*{arg[1]}*): {arg[2]}")
|
||||
lines.append("")
|
||||
|
||||
# Returns
|
||||
if 'returns' in method_doc:
|
||||
lines.append(f"**Returns:** {method_doc['returns']}")
|
||||
lines.append("")
|
||||
|
||||
# Raises
|
||||
if 'raises' in method_doc:
|
||||
lines.append(f"**Raises:** {method_doc['raises']}")
|
||||
lines.append("")
|
||||
|
||||
# Note
|
||||
if 'note' in method_doc:
|
||||
lines.append(f"**Note:** {method_doc['note']}")
|
||||
lines.append("")
|
||||
|
||||
# Example
|
||||
if 'example' in method_doc:
|
||||
lines.append("**Example:**")
|
||||
lines.append("```python")
|
||||
lines.append(method_doc['example'])
|
||||
lines.append("```")
|
||||
lines.append("")
|
||||
|
||||
return lines
|
||||
|
||||
def format_function_markdown(func_name, func_doc):
|
||||
"""Format a function as markdown."""
|
||||
lines = []
|
||||
|
||||
lines.append(f"### `{func_doc['signature']}`")
|
||||
lines.append("")
|
||||
lines.append(func_doc['description'])
|
||||
lines.append("")
|
||||
|
||||
# Arguments
|
||||
if 'args' in func_doc:
|
||||
lines.append("**Arguments:**")
|
||||
for arg in func_doc['args']:
|
||||
lines.append(f"- `{arg[0]}` (*{arg[1]}*): {arg[2]}")
|
||||
lines.append("")
|
||||
|
||||
# Returns
|
||||
if 'returns' in func_doc:
|
||||
lines.append(f"**Returns:** {func_doc['returns']}")
|
||||
lines.append("")
|
||||
|
||||
# Raises
|
||||
if 'raises' in func_doc:
|
||||
lines.append(f"**Raises:** {func_doc['raises']}")
|
||||
lines.append("")
|
||||
|
||||
# Note
|
||||
if 'note' in func_doc:
|
||||
lines.append(f"**Note:** {func_doc['note']}")
|
||||
lines.append("")
|
||||
|
||||
# Example
|
||||
if 'example' in func_doc:
|
||||
lines.append("**Example:**")
|
||||
lines.append("```python")
|
||||
lines.append(func_doc['example'])
|
||||
lines.append("```")
|
||||
lines.append("")
|
||||
|
||||
lines.append("---")
|
||||
lines.append("")
|
||||
|
||||
return lines
|
||||
|
||||
def generate_complete_markdown_documentation():
|
||||
"""Generate complete markdown documentation with NO missing methods."""
|
||||
|
||||
# Get all documentation data
|
||||
method_docs = get_complete_method_documentation()
|
||||
function_docs = get_complete_function_documentation()
|
||||
property_docs = get_complete_property_documentation()
|
||||
|
||||
lines = []
|
||||
|
||||
# Header
|
||||
lines.append("# McRogueFace API Reference")
|
||||
lines.append("")
|
||||
lines.append(f"*Generated on {datetime.datetime.now().strftime('%Y-%m-%d %H:%M:%S')}*")
|
||||
lines.append("")
|
||||
|
||||
# Overview
|
||||
if mcrfpy.__doc__:
|
||||
lines.append("## Overview")
|
||||
lines.append("")
|
||||
# Process the docstring properly
|
||||
doc_text = mcrfpy.__doc__.replace('\\n', '\n')
|
||||
lines.append(doc_text)
|
||||
lines.append("")
|
||||
|
||||
# Table of Contents
|
||||
lines.append("## Table of Contents")
|
||||
lines.append("")
|
||||
lines.append("- [Functions](#functions)")
|
||||
lines.append(" - [Scene Management](#scene-management)")
|
||||
lines.append(" - [Audio](#audio)")
|
||||
lines.append(" - [UI Utilities](#ui-utilities)")
|
||||
lines.append(" - [System](#system)")
|
||||
lines.append("- [Classes](#classes)")
|
||||
lines.append(" - [UI Components](#ui-components)")
|
||||
lines.append(" - [Collections](#collections)")
|
||||
lines.append(" - [System Types](#system-types)")
|
||||
lines.append(" - [Other Classes](#other-classes)")
|
||||
lines.append("- [Automation Module](#automation-module)")
|
||||
lines.append("")
|
||||
|
||||
# Functions section
|
||||
lines.append("## Functions")
|
||||
lines.append("")
|
||||
|
||||
# Group functions by category
|
||||
categories = {
|
||||
'Scene Management': ['createScene', 'setScene', 'currentScene', 'sceneUI', 'keypressScene'],
|
||||
'Audio': ['createSoundBuffer', 'loadMusic', 'playSound', 'getMusicVolume', 'getSoundVolume', 'setMusicVolume', 'setSoundVolume'],
|
||||
'UI Utilities': ['find', 'findAll'],
|
||||
'System': ['exit', 'getMetrics', 'setTimer', 'delTimer', 'setScale']
|
||||
}
|
||||
|
||||
for category, functions in categories.items():
|
||||
lines.append(f"### {category}")
|
||||
lines.append("")
|
||||
for func_name in functions:
|
||||
if func_name in function_docs:
|
||||
lines.extend(format_function_markdown(func_name, function_docs[func_name]))
|
||||
|
||||
# Classes section
|
||||
lines.append("## Classes")
|
||||
lines.append("")
|
||||
|
||||
# Get all classes from mcrfpy
|
||||
classes = []
|
||||
for name in sorted(dir(mcrfpy)):
|
||||
if not name.startswith('_'):
|
||||
obj = getattr(mcrfpy, name)
|
||||
if isinstance(obj, type):
|
||||
classes.append((name, obj))
|
||||
|
||||
# Group classes
|
||||
ui_classes = ['Frame', 'Caption', 'Sprite', 'Grid', 'Entity']
|
||||
collection_classes = ['EntityCollection', 'UICollection', 'UICollectionIter', 'UIEntityCollectionIter']
|
||||
system_classes = ['Color', 'Vector', 'Texture', 'Font']
|
||||
other_classes = [name for name, _ in classes if name not in ui_classes + collection_classes + system_classes]
|
||||
|
||||
# UI Components
|
||||
lines.append("### UI Components")
|
||||
lines.append("")
|
||||
for class_name in ui_classes:
|
||||
if any(name == class_name for name, _ in classes):
|
||||
lines.extend(format_class_markdown(class_name, method_docs, property_docs))
|
||||
|
||||
# Collections
|
||||
lines.append("### Collections")
|
||||
lines.append("")
|
||||
for class_name in collection_classes:
|
||||
if any(name == class_name for name, _ in classes):
|
||||
lines.extend(format_class_markdown(class_name, method_docs, property_docs))
|
||||
|
||||
# System Types
|
||||
lines.append("### System Types")
|
||||
lines.append("")
|
||||
for class_name in system_classes:
|
||||
if any(name == class_name for name, _ in classes):
|
||||
lines.extend(format_class_markdown(class_name, method_docs, property_docs))
|
||||
|
||||
# Other Classes
|
||||
lines.append("### Other Classes")
|
||||
lines.append("")
|
||||
for class_name in other_classes:
|
||||
lines.extend(format_class_markdown(class_name, method_docs, property_docs))
|
||||
|
||||
# Automation section
|
||||
if hasattr(mcrfpy, 'automation'):
|
||||
lines.append("## Automation Module")
|
||||
lines.append("")
|
||||
lines.append("The `mcrfpy.automation` module provides testing and automation capabilities.")
|
||||
lines.append("")
|
||||
|
||||
automation = mcrfpy.automation
|
||||
for name in sorted(dir(automation)):
|
||||
if not name.startswith('_'):
|
||||
obj = getattr(automation, name)
|
||||
if callable(obj):
|
||||
lines.append(f"### `automation.{name}`")
|
||||
lines.append("")
|
||||
if obj.__doc__:
|
||||
doc_parts = obj.__doc__.split(' - ')
|
||||
if len(doc_parts) > 1:
|
||||
lines.append(doc_parts[1])
|
||||
else:
|
||||
lines.append(obj.__doc__)
|
||||
lines.append("")
|
||||
lines.append("---")
|
||||
lines.append("")
|
||||
|
||||
return '\n'.join(lines)
|
||||
|
||||
def format_class_markdown(class_name, method_docs, property_docs):
|
||||
"""Format a class as markdown."""
|
||||
lines = []
|
||||
|
||||
lines.append(f"### class `{class_name}`")
|
||||
lines.append("")
|
||||
|
||||
# Class description from known info
|
||||
class_descriptions = {
|
||||
'Frame': 'A rectangular frame UI element that can contain other drawable elements.',
|
||||
'Caption': 'A text display UI element with customizable font and styling.',
|
||||
'Sprite': 'A sprite UI element that displays a texture or portion of a texture atlas.',
|
||||
'Grid': 'A grid-based tilemap UI element for rendering tile-based levels and game worlds.',
|
||||
'Entity': 'Game entity that can be placed in a Grid.',
|
||||
'EntityCollection': 'Container for Entity objects in a Grid. Supports iteration and indexing.',
|
||||
'UICollection': 'Container for UI drawable elements. Supports iteration and indexing.',
|
||||
'UICollectionIter': 'Iterator for UICollection. Automatically created when iterating over a UICollection.',
|
||||
'UIEntityCollectionIter': 'Iterator for EntityCollection. Automatically created when iterating over an EntityCollection.',
|
||||
'Color': 'RGBA color representation.',
|
||||
'Vector': '2D vector for positions and directions.',
|
||||
'Font': 'Font object for text rendering.',
|
||||
'Texture': 'Texture object for image data.',
|
||||
'Animation': 'Animate UI element properties over time.',
|
||||
'GridPoint': 'Represents a single tile in a Grid.',
|
||||
'GridPointState': 'State information for a GridPoint.',
|
||||
'Scene': 'Base class for object-oriented scenes.',
|
||||
'Timer': 'Timer object for scheduled callbacks.',
|
||||
'Window': 'Window singleton for accessing and modifying the game window properties.',
|
||||
'Drawable': 'Base class for all drawable UI elements.'
|
||||
}
|
||||
|
||||
if class_name in class_descriptions:
|
||||
lines.append(class_descriptions[class_name])
|
||||
lines.append("")
|
||||
|
||||
# Properties
|
||||
if class_name in property_docs:
|
||||
lines.append("#### Properties")
|
||||
lines.append("")
|
||||
for prop_name, prop_desc in property_docs[class_name].items():
|
||||
lines.append(f"- **`{prop_name}`**: {prop_desc}")
|
||||
lines.append("")
|
||||
|
||||
# Methods
|
||||
methods_to_document = []
|
||||
|
||||
# Add inherited methods for UI classes
|
||||
if class_name in ['Frame', 'Caption', 'Sprite', 'Grid', 'Entity']:
|
||||
methods_to_document.extend(['get_bounds', 'move', 'resize'])
|
||||
|
||||
# Add class-specific methods
|
||||
if class_name in method_docs:
|
||||
methods_to_document.extend(method_docs[class_name].keys())
|
||||
|
||||
if methods_to_document:
|
||||
lines.append("#### Methods")
|
||||
lines.append("")
|
||||
for method_name in set(methods_to_document):
|
||||
# Get method documentation
|
||||
method_doc = None
|
||||
if class_name in method_docs and method_name in method_docs[class_name]:
|
||||
method_doc = method_docs[class_name][method_name]
|
||||
elif method_name in method_docs.get('Drawable', {}):
|
||||
method_doc = method_docs['Drawable'][method_name]
|
||||
|
||||
if method_doc:
|
||||
lines.extend(format_method_markdown(method_name, method_doc))
|
||||
|
||||
lines.append("---")
|
||||
lines.append("")
|
||||
|
||||
return lines
|
||||
|
||||
def main():
|
||||
"""Generate complete markdown documentation with zero missing methods."""
|
||||
print("Generating COMPLETE Markdown API documentation...")
|
||||
|
||||
# Generate markdown
|
||||
markdown_content = generate_complete_markdown_documentation()
|
||||
|
||||
# Write to file
|
||||
output_path = Path("docs/API_REFERENCE_COMPLETE.md")
|
||||
output_path.parent.mkdir(exist_ok=True)
|
||||
|
||||
with open(output_path, 'w', encoding='utf-8') as f:
|
||||
f.write(markdown_content)
|
||||
|
||||
print(f"✓ Generated {output_path}")
|
||||
print(f" File size: {len(markdown_content):,} bytes")
|
||||
|
||||
# Count "..." instances
|
||||
ellipsis_count = markdown_content.count('...')
|
||||
print(f" Ellipsis instances: {ellipsis_count}")
|
||||
|
||||
if ellipsis_count == 0:
|
||||
print("✅ SUCCESS: No missing documentation found!")
|
||||
else:
|
||||
print(f"❌ WARNING: {ellipsis_count} methods still need documentation")
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
||||
Loading…
Add table
Add a link
Reference in a new issue