Commit graph

92 commits

Author SHA1 Message Date
42fcd3417e refactor: Remove layer-related GridPoint properties, fix layer z-index
- Remove color, color_overlay, tilesprite, tile_overlay, uisprite from
  UIGridPoint - these are now accessed through named layers
- Keep only walkable and transparent as protected GridPoint properties
- Update isProtectedLayerName() to only protect walkable/transparent
- Fix default layer z-index to -1 (below entities) instead of 0
- Remove dead rendering code from GridChunk (layers handle rendering)
- Update cos_level.py demo to use explicit layer definitions
- Update UITestScene.cpp to use layer API instead of GridPoint properties

Part of #150 - Grid layer system migration

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2025-11-28 23:21:39 -05:00
a258613faa feat: Migrate Grid to user-driven layer rendering (closes #150)
- Add `layers` dict parameter to Grid constructor for explicit layer definitions
  - `layers={"ground": "color", "terrain": "tile"}` creates named layers
  - `layers={}` creates empty grid (entities + pathfinding only)
  - Default creates single TileLayer named "tilesprite" for backward compat

- Implement dynamic GridPoint property access via layer names
  - `grid.at(x,y).layer_name = value` routes to corresponding layer
  - Protected names (walkable, transparent, etc.) still use GridPoint

- Remove base layer rendering from UIGrid::render()
  - Layers are now the sole source of grid rendering
  - Old chunk_manager remains for GridPoint data access
  - FOV overlay unchanged

- Update test to use explicit `layers={}` parameter

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2025-11-28 23:04:09 -05:00
9469c04b01 feat: Implement chunk-based Grid rendering for large grids (closes #123)
Adds a sub-grid system where grids larger than 64x64 cells are automatically
divided into 64x64 chunks, each with its own RenderTexture for incremental
rendering. This significantly improves performance for large grids by:

- Only re-rendering dirty chunks when cells are modified
- Caching rendered chunk textures between frames
- Viewport culling at the chunk level (skip invisible chunks entirely)

Implementation details:
- GridChunk class manages individual 64x64 cell regions with dirty tracking
- ChunkManager organizes chunks and routes cell access appropriately
- UIGrid::at() method transparently routes through chunks for large grids
- UIGrid::render() uses chunk-based blitting for large grids
- Compile-time CHUNK_SIZE (64) and CHUNK_THRESHOLD (64) constants
- Small grids (<= 64x64) continue to use flat storage (no regression)

Benchmark results show ~2x improvement in base layer render time for 100x100
grids (0.45ms -> 0.22ms) due to chunk caching.

Note: Dynamic layers (#147) still use full-grid textures; extending chunk
system to layers is tracked separately as #150.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 22:33:16 -05:00
abb3316ac1 feat: Add dirty flag and RenderTexture caching for Grid layers (closes #148)
Implement per-layer dirty tracking and RenderTexture caching for
ColorLayer and TileLayer. Each layer now maintains its own cached
texture and only re-renders when content changes.

Key changes:
- Add dirty flag, cached_texture, and cached_sprite to GridLayer base
- Implement renderToTexture() for both ColorLayer and TileLayer
- Mark layers dirty on: set(), fill(), resize(), texture change
- Viewport changes (center/zoom) just blit cached texture portion
- Fallback to direct rendering if texture creation fails
- Add regression test with performance benchmarks

Expected performance improvement: Static layers render once, then
viewport panning/zooming only requires texture blitting instead of
re-rendering all cells.

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2025-11-28 21:44:33 -05:00
4b05a95efe feat: Add dynamic layer system for Grid (closes #147)
Implements ColorLayer and TileLayer classes with z_index ordering:
- ColorLayer: stores RGBA color per cell for overlays, fog of war, etc.
- TileLayer: stores sprite index per cell with optional texture
- z_index < 0: renders below entities
- z_index >= 0: renders above entities

Python API:
- grid.add_layer(type, z_index, texture) - create layer
- grid.remove_layer(layer) - remove layer
- grid.layers - list of layers sorted by z_index
- grid.layer(z_index) - get layer by z_index
- layer.at(x,y) / layer.set(x,y,value) - cell access
- layer.fill(value) - fill entire layer

Layers are allocated separately from UIGridPoint, reducing memory
for grids that don't need all features. Base grid retains walkable/
transparent arrays for TCOD pathfinding.

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2025-11-28 21:35:38 -05:00
f769c6c5f5 fix: Remove O(n²) list-building from compute_fov() (closes #146)
compute_fov() was iterating through the entire grid to build a Python
list of visible cells, causing O(grid_size) performance instead of
O(radius²). On a 1000×1000 grid this was 15.76ms vs 0.48ms.

The fix returns None instead - users should use is_in_fov() to query
visibility, which is the pattern already used by existing code.

Performance: 33x speedup (15.76ms → 0.48ms on 1M cell grid)

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2025-11-28 21:26:32 -05:00
68f8349fe8 feat: Implement texture caching system with dirty flag optimization (closes #144)
- Add cache_subtree property on Frame for opt-in RenderTexture caching
- Add PyTexture::from_rendered() factory for runtime texture creation
- Add snapshot= parameter to Sprite for creating sprites from Frame content
- Implement content_dirty vs composite_dirty distinction:
  - markContentDirty(): content changed, invalidate self and ancestors
  - markCompositeDirty(): position changed, ancestors need recomposite only
- Update all UIDrawable position setters to use markCompositeDirty()
- Add quick exit workaround for cleanup segfaults

Benchmark: deep_nesting_cached is 3.7x faster (0.09ms vs 0.35ms)

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2025-11-28 19:30:24 -05:00
8583db7225 feat: Add work_time_ms to benchmark logging for load analysis
Track actual work time separately from frame time to determine
system load percentage:
- work_time_ms: Time spent doing actual work before display()
- sleep_time = frame_time_ms - work_time_ms

This allows calculating load percentage:
  load% = (work_time / frame_time) * 100

Example at 60fps with light load:
- frame_time: 16.67ms, work_time: 2ms
- load: 12%, sleep: 14.67ms

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2025-11-28 16:13:40 -05:00
a7fef2aeb6 feat: Add benchmark logging system for performance analysis (closes #104)
Add Python API for capturing performance data to JSON files:
- mcrfpy.start_benchmark() - start capturing frame data
- mcrfpy.end_benchmark() - stop and return filename
- mcrfpy.log_benchmark(msg) - add log message to current frame

The benchmark system captures per-frame data including:
- Frame timing (frame_time_ms, fps, timestamp)
- Detailed timing breakdown (grid_render, entity_render, python, animation, fov)
- Draw call and element counts
- User log messages attached to frames

Output JSON format supports analysis tools and includes:
- Benchmark metadata (PID, timestamps, duration, total frames)
- Full frame-by-frame metrics array

Also refactors ProfilingMetrics from nested GameEngine struct to
top-level struct for easier forward declaration.

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2025-11-28 16:05:55 -05:00
219a559c35 feat: Add dirty flag propagation to all UIDrawables and expand metrics API (#144, #104)
- Add markDirty() calls to setProperty() methods in:
  - UISprite: position, scale, sprite_index changes
  - UICaption: position, font_size, colors, text changes
  - UIGrid: position, size, center, zoom, color changes
  - UILine: thickness, position, endpoints, color changes
  - UICircle: radius, position, colors changes
  - UIArc: radius, angles, position, color changes
  - UIEntity: position changes propagate to parent grid

- Expand getMetrics() Python API to include detailed timing breakdown:
  - grid_render_time, entity_render_time, fov_overlay_time
  - python_time, animation_time
  - grid_cells_rendered, entities_rendered, total_entities

- Add comprehensive benchmark suite (tests/benchmarks/benchmark_suite.py):
  - 6 scenarios: empty, static UI, animated UI, mixed, deep hierarchy, grid stress
  - Automated metrics collection and performance assessment
  - Timing breakdown percentages

This enables proper dirty flag propagation for the upcoming texture caching
system (#144) and provides infrastructure for performance benchmarking (#104).

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2025-11-28 15:44:09 -05:00
6c496b8732 feat: Implement comprehensive mouse event system
Implements multiple mouse event improvements for UI elements:

- Mouse enter/exit events (#140): on_enter, on_exit callbacks and
  hovered property for all UIDrawable types (Frame, Caption, Sprite, Grid)
- Headless click events (#111): Track simulated mouse position for
  automation testing in headless mode
- Mouse move events (#141): on_move callback fires continuously while
  mouse is within element bounds
- Grid cell events (#142): on_cell_enter, on_cell_exit, on_cell_click
  callbacks with cell coordinates (x, y), plus hovered_cell property

Includes comprehensive tests for all new functionality.

Closes #140, closes #111, closes #141, closes #142

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2025-11-27 23:08:31 -05:00
6d5a5e9e16 feat: Add AABB/hit testing foundation (#138)
C++ additions:
- get_global_bounds(): returns bounds in screen coordinates
- contains_point(x, y): hit test using global bounds

Python properties (on all UIDrawable types):
- bounds: (x, y, w, h) tuple in local coordinates
- global_bounds: (x, y, w, h) tuple in screen coordinates

These enable the mouse event system (#140, #141, #142) by providing
a way to determine which drawable is under the mouse cursor.

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2025-11-27 22:36:08 -05:00
52a655399e refactor: Rename click property to on_click (closes #139)
Breaking change: callback property standardized to on_* pattern.
- `drawable.click` → `drawable.on_click`

Updated all C++ bindings (8 files) and Python test usages.
Note: src/scripts changes tracked separately (in .gitignore).

This establishes the naming pattern for future callbacks:
on_click, on_enter, on_exit, on_move, on_key, etc.

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2025-11-27 22:31:53 -05:00
e9b5a8301d feat: Add entity.grid property and fix auto-removal bug
UIEntity now has a `.grid` property with getter/setter:
- entity.grid          # Get current grid (or None)
- entity.grid = grid   # Move to new grid (auto-removes from old)
- entity.grid = None   # Remove from current grid

Also fixes UIEntityCollection.append() to properly implement the
documented "single grid only" behavior - entities are now correctly
removed from their old grid when appended to a new one.

This matches the parent property pattern used for UIDrawables.

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2025-11-27 21:08:31 -05:00
41a704a010 refactor: Use property setter pattern for parent assignment
Instead of separate getParent()/setParent()/removeFromParent() methods,
the parent property now supports the Pythonic getter/setter pattern:
- child.parent       # Get parent (or None)
- child.parent = f   # Set parent (adds to f.children)
- child.parent = None # Remove from parent

This matches the existing pattern used by the click property callback.

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2025-11-27 21:01:11 -05:00
e3d8f54d46 feat: Implement Phase A UI hierarchy foundations (closes #122, #102, #116, #118)
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

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2025-11-27 16:33:17 -05:00
bfadab7486 Crypt of Sokoban - update mcrfpy API usage to recent changes 2025-11-27 07:43:03 -05:00
bbc744f8dc feat: Add self-contained venv support for pip packages (closes #137)
- Set sys.executable in PyConfig for subprocess/pip calls
- Detect sibling venv/ directory and prepend site-packages to sys.path
- Add mcrf_venv.py reference implementation for bootstrapping pip
- Supports both Linux (lib/python3.14/site-packages) and Windows (Lib/site-packages)

Usage: ./mcrogueface -m pip install numpy
Or via Python: mcrf_venv.pip_install("numpy")

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2025-11-26 22:01:09 -05:00
3f6ea4fe33 feat: Add ImGui-based developer console overlay
Integrates Dear ImGui for an in-game debug console that replaces the
blocking Python REPL. Press ~ (grave/tilde) to toggle the console.

Features:
- Python code execution without blocking the game loop
- Output capture with color coding (yellow=input, red=errors, gray=output)
- Expression results show repr() automatically
- Command history navigation with up/down arrows
- Word wrapping for long output lines
- Auto-scroll that doesn't fight manual scrolling
- mcrfpy.setDevConsole(bool) API to disable for shipping

Technical changes:
- Update imgui submodule to v1.89.9 (stable)
- Update imgui-sfml submodule to 2.6.x branch (SFML 2.x compatible)
- Add ImGui sources to CMakeLists.txt with OpenGL dependency
- Integrate ImGui lifecycle into GameEngine
- Add ImGuiConsole class for console overlay

closes #36, closes #65, closes #75

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2025-11-26 20:03:58 -05:00
a703bce196 Merge branch 'origin/master' - combine double-execution fixes
Both branches fixed the --exec double-execution bug with complementary approaches:
- origin/master: Added executeStartupScripts() method for cleaner separation
- HEAD: Avoided engine recreation to preserve state

This merge keeps the best of both: executeStartupScripts() called on the
existing engine without recreation.

Also accepts deletion of flaky test_viewport_visual.py from origin/master.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 18:03:15 -05:00
28396b65c9 feat: Migrate to Python 3.14 (closes #135)
Replace deprecated Python C API calls with modern PyConfig-based initialization:
- PySys_SetArgvEx() -> PyConfig.argv (deprecated since 3.11)
- Py_InspectFlag -> PyConfig.inspect (deprecated since 3.12)

Fix critical memory safety bugs discovered during migration:
- PyColor::from_arg() and PyVector::from_arg() now return new references
  instead of borrowed references, preventing use-after-free when callers
  call Py_DECREF on the result
- GameEngine::testTimers() now holds a local shared_ptr copy during
  callback execution, preventing use-after-free when timer callbacks
  call delTimer() on themselves

Fix double script execution bug with --exec flag:
- Scripts were running twice because GameEngine constructor executed them,
  then main.cpp deleted and recreated the engine
- Now reuses existing engine and just sets auto_exit_after_exec flag

Update test syntax to use keyword arguments for Frame/Caption constructors.

Test results: 127/130 passing (97.7%)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 17:48:12 -05:00
ce0be78b73 fix: Resolve --exec double script execution bug
Scripts passed to --exec were executing twice because GameEngine
constructor ran scripts, and main.cpp created two GameEngine instances.

- Move exec_scripts from constructor to new executeStartupScripts() method
- Call executeStartupScripts() once after final engine setup in main.cpp
- Remove double-execution workarounds from tests
- Delete duplicate test_viewport_visual.py (flaky due to race condition)
- Fix test constructor syntax and callback signatures

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2025-11-26 13:20:22 -05:00
19ded088b0 feat: Exit on first Python callback exception (closes #133)
By default, McRogueFace now exits with code 1 on the first unhandled
exception in timer, click, key, or animation callbacks. This prevents
repeated exception output that wastes resources in AI-driven development.

Changes:
- Add exit_on_exception config flag (default: true)
- Add --continue-after-exceptions CLI flag to preserve old behavior
- Update exception handlers in Timer, PyCallable, and Animation
- Signal game loop via McRFPy_API atomic flags
- Return proper exit code from main()

Before: Timer exceptions repeated 1000+ times until timeout
After: Single traceback, clean exit with code 1

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2025-11-26 10:26:30 -05:00
f041a0c8ca feat: Add Vector convenience features - indexing, tuple comparison, floor
Implements issue #109 improvements to mcrfpy.Vector:

- Sequence protocol: v[0], v[1], v[-1], v[-2], len(v), tuple(v), x,y = v
- Tuple comparison: v == (5, 6), v != (1, 2) works bidirectionally
- .floor() method: returns new Vector with floored coordinates
- .int property: returns (int(floor(x)), int(floor(y))) tuple for dict keys

The sequence protocol enables unpacking and iteration, making Vector
interoperable with code expecting tuples. The tuple comparison fixes
compatibility issues where functions returning Vector broke code expecting
tuple comparison (e.g., in Crypt of Sokoban).

Closes #109

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2025-11-26 09:37:14 -05:00
afcb54d9fe fix: Make UICollection/EntityCollection match Python list semantics
Breaking change: UICollection.remove() now takes a value (element) instead
of an index, matching Python's list.remove() behavior.

New methods added to both UICollection and EntityCollection:
- pop([index]) -> element: Remove and return element at index (default: last)
- insert(index, element): Insert element at position

Semantic fixes:
- remove(element): Now removes first occurrence of element (was: remove by index)
- All methods now have docstrings documenting behavior

Note on z_index sorting: The collections are sorted by z_index before each
render. Using index-based operations (pop, insert) with non-default z_index
values may produce unexpected results. Use name-based .find() for stable
element access when z_index sorting is in use.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 08:08:43 -05:00
deb5d81ab6 feat: Add .find() method to UICollection and EntityCollection
Implements name-based search for UI elements and entities:
- Exact match returns single element or None
- Wildcard patterns (prefix*, *suffix, *contains*) return list
- Recursive search for nested Frame children (UICollection only)

API:
  ui.find("player_frame")           # exact match
  ui.find("enemy*")                 # starts with
  ui.find("*_button", recursive=True)  # recursive search
  grid.entities.find("*goblin*")    # entity search

Closes #41, closes #40

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 05:24:55 -05:00
bc95cb1f0b feat: Add geometry module for orbital mechanics and spatial calculations
Implements issue #130 with:
- Basic utilities: distance, angle_between, normalize_angle, lerp, clamp
- Grid algorithms: bresenham_circle, bresenham_line, filled_circle
- OrbitalBody class with recursive positioning (star -> planet -> moon)
- OrbitingShip class for relative ship positioning on orbit rings
- Pathfinding helpers: nearest_orbit_entry, optimal_exit_heading,
  is_viable_waypoint, line_of_sight_blocked
- Comprehensive test suite (25+ tests)

Designed for Pinships turn-based space roguelike with:
- Discrete time steps (planets move in whole grid squares)
- Deterministic position projection
- Free orbital movement while in orbit
- Support for nested orbits (moons of moons)

closes #130

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2025-11-26 00:26:14 -05:00
4d6808e34d feat: Add UIDrawable children collection to Grid
Grid now supports a `children` collection for arbitrary UIDrawable elements
(speech bubbles, effects, highlights, path visualization, etc.) that
automatically transform with the grid's camera (pan/zoom).

Key features:
- Children positioned in grid-world pixel coordinates
- Render after entities, before FOV overlay (proper z-ordering)
- Sorted by z_index, culled when outside visible region
- Click detection transforms through grid camera
- Automatically clipped to grid boundaries via RenderTexture

Python API:
  grid.children.append(caption)  # Speech bubble follows grid camera
  grid.children.append(circle)   # Highlight indicator

Closes #132

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 21:52:37 -05:00
311dc02f1d feat: Add UILine, UICircle, and UIArc drawing primitives
Implement new UIDrawable-derived classes for vector graphics:

- UILine: Thick line segments using sf::ConvexShape for proper thickness
  - Properties: start, end, color, thickness
  - Supports click detection along the line

- UICircle: Filled and outlined circles using sf::CircleShape
  - Properties: radius, center, fill_color, outline_color, outline
  - Full property system for animations

- UIArc: Arc segments for orbital paths and partial circles
  - Properties: center, radius, start_angle, end_angle, color, thickness
  - Uses sf::VertexArray with TriangleStrip for smooth rendering
  - Supports arbitrary angle spans including negative (reverse) arcs

All primitives integrate with the Python API through mcrfpy module:
- Added to PyObjectsEnum for type identification
- Full getter/setter support for all properties
- Added to UICollection for scene management
- Support for visibility, opacity, z_index, name, and click handling

closes #128, closes #129

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 21:42:33 -05:00
8f8b72da4a feat: auto-exit in --headless --exec mode when script completes
Closes #127

Previously, `./mcrogueface --headless --exec <script>` would hang
indefinitely after the script completed because the game loop ran
continuously. This required external timeouts and explicit mcrfpy.exit()
calls in every automation script.

This commit adds automatic exit detection for headless+exec mode:
- Added `auto_exit_after_exec` flag to McRogueFaceConfig
- Set flag automatically when both --headless and --exec are present
- Game loop exits when no timers remain (timers.empty())

Benefits:
- Documentation generation scripts work without explicit exit calls
- Testing scripts don't need timeout wrappers
- Clean process termination for automation
- Backward compatible (scripts with mcrfpy.exit() continue working)

Changes:
- src/McRogueFaceConfig.h: Add auto_exit_after_exec flag
- src/main.cpp: Set flag and recreate engine with modified config
- src/GameEngine.cpp: Check timers.empty() in game loop
- ROADMAP.md: Mark Phase 7 as complete (2025-10-30)
- CLAUDE.md: Add instruction about closing issues with commit messages

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 22:52:52 -04:00
621d719c25 docs: Phase 3 - Convert 19 module functions to MCRF_FUNCTION macros
Converted all module-level functions in McRFPy_API.cpp to use the MCRF_*
documentation macro system:

Audio functions (7):
- createSoundBuffer, loadMusic, setMusicVolume, setSoundVolume
- playSound, getMusicVolume, getSoundVolume

Scene functions (5):
- sceneUI, currentScene, setScene, createScene, keypressScene

Timer functions (2):
- setTimer, delTimer

Utility functions (5):
- exit, setScale, find, findAll, getMetrics

Each function now uses:
- MCRF_SIG for signatures
- MCRF_DESC for descriptions
- MCRF_ARG for parameters
- MCRF_RETURNS for return values
- MCRF_RAISES for exceptions
- MCRF_NOTE for additional details

Phase 4 assessment: PyCallable.cpp and PythonObjectCache.cpp contain only
internal C++ implementation with no Python API to document.

All conversions tested and verified with test_phase3_docs.py.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 19:38:22 -04:00
29aa6e62be docs: convert Phase 2 classes to documentation macros (Animation, Window, SceneObject)
Converted 3 files to use MCRF_* documentation macros:
- PyAnimation.cpp: 5 methods + 5 properties
- PyWindow.cpp: 3 methods + 8 properties
- PySceneObject.cpp: 3 methods + 2 properties

All conversions build successfully. Enhanced descriptions with implementation details.

Note: PyScene.cpp has no exposed methods/properties, so no conversion needed.

Progress: Phase 1 (4 files) + Phase 2 (3 files) = 7 new classes complete

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 17:03:28 -04:00
67aba5ef1f docs: convert Phase 1 classes to documentation macros (Color, Font, Texture, Timer)
Converted 4 files to use MCRF_* documentation macros:
- PyColor.cpp: 3 methods + 4 properties
- PyFont.cpp: 2 properties (read-only)
- PyTexture.cpp: 6 properties (read-only)
- PyTimer.cpp: 4 methods + 7 properties

All conversions verified with test_phase1_docs.py - 0 placeholders.
Documentation regenerated with enhanced descriptions.

Progress: 11/12 class files complete (92%)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 16:59:40 -04:00
6aa4625b76 fix: correct module docstring newline escaping
Fixed module-level docstring in PyModuleDef where double-backslash newlines
(\\n) were appearing as literal "\n" text in help(mcrfpy) output.

Changed from escaped newlines (\\n) to actual newlines (\n) so the C compiler
interprets them correctly.

Before: help(mcrfpy) showed "McRogueFace Python API\\n\\nCore game..."
After:  help(mcrfpy) shows proper formatting with line breaks

The issue was in the PyDoc_STR() macro call - it doesn't interpret escape
sequences, so the string literal itself needs to have proper newlines.
2025-10-30 15:57:17 -04:00
cc80964835 fix: update child class property overrides to use MCRF_PROPERTY macros
Fixes critical issue discovered in code review where PyDrawable property
docstrings were being overridden by child classes, making enhanced documentation
invisible to users.

Updated files:
- src/UIBase.h: UIDRAWABLE_GETSETTERS macro (visible, opacity)
- src/UIFrame.cpp: click and z_index properties
- src/UISprite.cpp: click and z_index properties
- src/UICaption.cpp: click and z_index properties
- src/UIGrid.cpp: click and z_index properties

All four UI class hierarchies (Frame, Sprite, Caption, Grid) now expose
consistent, enhanced property documentation to Python users.

Verification:
- tools/test_child_class_docstrings.py: All 16 property tests pass
- All 4 properties (click, z_index, visible, opacity) match across all 4 classes

Related: #92 (Inline C++ documentation system)
2025-10-30 12:33:27 -04:00
326b692908 feat: convert PyDrawable properties to documentation macros
All Drawable properties (click, z_index, visible, opacity) now
use MCRF_PROPERTY with enhanced descriptions.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 12:22:00 -04:00
dda5305256 feat: convert PyDrawable methods to documentation macros
Converts get_bounds, move, and resize to MCRF_METHOD.
These are inherited by all UI classes (Frame, Caption, Sprite, Grid).

Updated both PyDrawable.cpp and UIBase.h (UIDRAWABLE_METHODS macro).
All method docstrings now include complete Args, Returns, and Note sections.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 12:06:37 -04:00
a8a257eefc feat: convert PyVector properties to use macros
Properties x and y now use MCRF_PROPERTY for consistency.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:33:49 -04:00
07e8207a08 feat: complete PyVector documentation macro conversion
All Vector methods now use MCRF_METHOD macros with complete
documentation including Args, Returns, and Notes.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:27:50 -04:00
23d7882b93 fix: correct normalize() documentation to match implementation
The normalize() method's implementation returns a zero vector when
called on a zero-magnitude vector, rather than raising ValueError as
the documentation claimed. Updated the MCRF_RAISES to MCRF_NOTE to
accurately describe the actual behavior.

Also added test coverage in tools/test_vector_docs.py to verify the
normalize() docstring contains the correct Note section.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:25:43 -04:00
91461d0f87 feat: convert PyVector to use documentation macros
Converts magnitude, normalize, and dot methods to MCRF_METHOD macro.
Docstrings now include complete Args/Returns/Raises sections.
Addresses issue #92.
2025-10-30 11:20:48 -04:00
a08003bda4 feat: add documentation macro system header
Adds C++ preprocessor macros for consistent API documentation.
Addresses issue #92.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:16:44 -04:00
e9e9cd2f81 feat: Add comprehensive profiling system with F3 overlay
Add real-time performance profiling infrastructure to monitor frame times,
render performance, and identify bottlenecks.

Features:
- Profiler.h: ScopedTimer RAII helper for automatic timing measurements
- ProfilerOverlay: F3-togglable overlay displaying real-time metrics
- Detailed timing breakdowns: grid rendering, entity rendering, FOV,
  Python callbacks, and animation updates
- Per-frame counters: cells rendered, entities rendered, draw calls
- Performance color coding: green (<16ms), yellow (<33ms), red (>33ms)
- Benchmark suite: static grid and moving entities performance tests

Integration:
- GameEngine: Integrated profiler overlay with F3 toggle
- UIGrid: Added timing instrumentation for grid and entity rendering
- Metrics tracked in ProfilingMetrics struct with 60-frame averaging

Usage:
- Press F3 in-game to toggle profiler overlay
- Run benchmarks with tests/benchmark_*.py scripts
- ScopedTimer automatically measures code block execution time

This addresses issue #104 (Basic profiling/metrics).

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-25 00:45:44 -04:00
327da3622a feat: Change EntityCollection.remove() to accept Entity objects
Previously, EntityCollection.remove() required an integer index, which was
inconsistent with Python's list.remove(item) behavior and the broader
Python ecosystem conventions.

Changes:
- remove() now accepts Entity object directly instead of index
- Searches collection by comparing C++ shared_ptr identity
- Raises ValueError if entity not found in collection
- More Pythonic API matching Python's list.remove() semantics

This aligns with Issue #73 and improves API consistency across the
collection system.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 13:17:45 -04:00
994e8d186e feat: Add Part 5 tutorial - Entity Interactions
Implements comprehensive entity interaction system:
- Entity class hierarchy inheriting from mcrfpy.Entity
- Non-blocking movement animations with destination tracking
- Bump interactions (combat when hitting enemies, pushing boulders)
- Step-on interactions (buttons that open doors)
- Basic enemy AI with line-of-sight pursuit
- Concurrent animation system (enemies move while player moves)

Also fixes C++ animation system to support Python subclasses:
- Changed PyAnimation::start() to use PyObject_IsInstance instead of strcmp
- Now properly supports inherited entity classes
- Animation system works with any subclass of Frame, Caption, Sprite, Grid, or Entity

This completes the core gameplay mechanics needed for roguelike development.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-23 00:21:58 -04:00
7aef412343 feat: Thread-safe FOV system with improved API
Major improvements to the Field of View (FOV) system:

1. Added thread safety with mutex protection
   - Added mutable std::mutex fov_mutex to UIGrid class
   - Protected computeFOV() and isInFOV() with lock_guard
   - Minimal overhead for current single-threaded operation
   - Ready for future multi-threading requirements

2. Enhanced compute_fov() API to return visible cells
   - Changed return type from void to List[Tuple[int, int, bool, bool]]
   - Returns (x, y, visible, discovered) for all visible cells
   - Maintains backward compatibility by still updating internal FOV state
   - Allows FOV queries without affecting entity states

3. Fixed Part 4 tutorial visibility rendering
   - Added required entity.update_visibility() calls after compute_fov()
   - Fixed black grid issue in perspective rendering
   - Updated hallway generation to use L-shaped corridors

The architecture now properly separates concerns while maintaining
performance and preparing for future enhancements. Each entity can
have independent FOV calculations without race conditions.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-22 23:00:34 -04:00
b5eab85e70 Convert UIGrid perspective from index to weak_ptr<UIEntity>
Major refactor of the perspective system to use entity references instead of indices:

- Replaced `int perspective` with `std::weak_ptr<UIEntity> perspective_entity`
- Added `bool perspective_enabled` flag for explicit control
- Direct entity assignment: `grid.perspective = player`
- Automatic cleanup when entity is destroyed (weak_ptr becomes invalid)
- No issues with collection reordering or entity removal
- PythonObjectCache integration preserves Python derived classes

API changes:
- Old: `grid.perspective = 0` (index), `-1` for omniscient
- New: `grid.perspective = entity` (object), `None` to clear
- New: `grid.perspective_enabled` controls rendering mode

Three rendering states:
1. `perspective_enabled = False`: Omniscient view (default)
2. `perspective_enabled = True` with valid entity: Entity's FOV
3. `perspective_enabled = True` with invalid entity: All black

Also includes:
- Part 3: Procedural dungeon generation with libtcod.line()
- Part 4: Field of view with entity perspective switching

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-21 23:47:21 -04:00
f4343e1e82 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
2025-07-15 21:30:49 -04:00
96857a41c6 hotfix: windows build, fresh docs 2025-07-10 16:34:46 -04:00
665689c550 hotfix: Windows build attempt 2025-07-09 23:33:09 -04:00