Commit graph

20 commits

Author SHA1 Message Date
348826a0f5 Fix gridstate heap overflows and spatial hash cleanup
Add ensureGridstate() helper that unconditionally checks gridstate size
against current grid dimensions and resizes if mismatched. Replace all
lazy-init guards (size == 0) with ensureGridstate() calls.

Previously, gridstate was only initialized when empty. When an entity
moved to a differently-sized grid, gridstate kept the old size, causing
heap buffer overflows when updateVisibility() or at() iterated using the
new grid's dimensions.

Also adds spatial_hash.remove() calls in set_grid() before removing
entities from old grids, and replaces PyObject_GetAttrString type lookup
with direct &mcrfpydef::PyUIGridType reference.

Closes #258, closes #259, closes #260, closes #261, closes #262,
closes #263, closes #274, closes #276, closes #278

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 22:56:16 -05:00
9718153709 Fix callback/timer GC: prevent premature destruction of Python callbacks
closes #251

Two related bugs where Python garbage collection destroyed callbacks
that were still needed by live C++ objects:

1. **Drawable callbacks (all 8 types)**: tp_dealloc unconditionally called
   click_unregister() etc., destroying callbacks even when the C++ object
   was still alive in a parent's children vector. Fixed by guarding with
   shared_ptr::use_count() <= 1 — only unregister when the Python wrapper
   is the last owner.

2. **Timer GC prevention**: Active timers now hold a Py_INCREF'd reference
   to their Python wrapper (Timer::py_wrapper), preventing GC while the
   timer is registered in the engine. Released on stop(), one-shot fire,
   or destruction. mcrfpy.Timer("name", cb, 100) now works without storing
   the return value.

Also includes audio synth demo UI fixes: button click handling (don't set
on_click on Caption children), single-column slider layout, improved
Animalese contrast.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 20:53:50 -05:00
52fdfd0347 Test suite modernization 2026-02-09 08:15:18 -05:00
d2ea64bc32 fix: animations modifying animations during callback is now safe 2026-02-04 10:25:59 -05:00
2daebc84b5 Simplify on_enter/on_exit callbacks to position-only signature
BREAKING CHANGE: Hover callbacks now take only (pos) instead of (pos, button, action)

- Add PyHoverCallable class for on_enter/on_exit/on_move callbacks (position-only)
- Add PyCellHoverCallable class for on_cell_enter/on_cell_exit callbacks
- Change UIDrawable member types from PyClickCallable to PyHoverCallable
- Update PyScene::do_mouse_hover() to call hover callbacks with only position
- Add tryCallPythonMethod overload for position-only subclass method calls
- Update UIGrid::fireCellEnter/fireCellExit to use position-only signature
- Update all tests for new callback signatures

New callback signatures:
| Callback       | Old                      | New        |
|----------------|--------------------------|------------|
| on_enter       | (pos, button, action)    | (pos)      |
| on_exit        | (pos, button, action)    | (pos)      |
| on_move        | (pos, button, action)    | (pos)      |
| on_cell_enter  | (cell_pos, button, action)| (cell_pos)|
| on_cell_exit   | (cell_pos, button, action)| (cell_pos)|
| on_click       | unchanged                | unchanged  |
| on_cell_click  | unchanged                | unchanged  |

closes #230

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 17:36:02 -05:00
86bfebefcb Fix: Derivable drawable types participate in garbage collector cycle detection 2026-01-27 13:21:10 -05:00
16b5508233 Fix borrowed reference return in some callbacks 2026-01-27 10:43:10 -05:00
3fea6418ff Fix UIFrame RenderTexture positioning and toggling issues
- Fix #223: Use `position` instead of `box.getPosition()` for render_sprite
  positioning. The box was being set to (0,0) for texture rendering and
  never restored, causing frames to render at wrong positions.

- Fix #224: Add disableRenderTexture() method and call it when toggling
  clip_children or cache_subtree off. This properly cleans up the texture
  and prevents stale rendering.

- Fix #225: Improve dirty propagation in markContentDirty() to propagate
  to parent even when already dirty, if the parent was cleared (rendered)
  since last propagation. Prevents child changes from being invisible.

- Fix #226: Add fallback to standard rendering when RenderTexture can't
  be created (e.g., zero-size frame). Prevents inconsistent state.

Closes #223, closes #224, closes #225, closes #226

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-22 22:54:50 -05:00
165db91b8d Organize test suite: add README, move loose tests to proper directories
- Add tests/README.md documenting test structure and usage
- Move issue_*_test.py files to tests/regression/ (9 files)
- Move loose test_*.py files to tests/unit/ (18 files)
- tests/ root now contains only pytest infrastructure

Addresses #166

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 21:34:22 -05:00
baa7ee354b Add input validation and fix Entity repr
- #212: Add GRID_MAX (8192) validation to Grid, ColorLayer, TileLayer
- #213: Validate color components are in 0-255 range
- #214: Add null pointer checks before HeightMap operations
- #216: Change entities_in_radius(x, y, radius) to (pos, radius)
- #217: Fix Entity __repr__ to show actual draw_pos float values

Closes #212, closes #213, closes #214, closes #216, closes #217

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-16 19:18:27 -05:00
2f4ebf3420 tests for the last few issues (these test scripts should work with recent APIs, while the rest of the test suite needs an overhaul) 2026-01-08 10:31:21 -05:00
cec76b63dc Timer overhaul: update tests 2026-01-03 22:44:53 -05:00
838da4571d update tests: new scene API 2026-01-03 10:59:52 -05:00
9f481a2e4a fix: Update test files to use current API patterns
Migrates test suite to current API:
- Frame(x, y, w, h) → Frame(pos=(x, y), size=(w, h))
- Caption("text", x, y) → Caption(pos=(x, y), text="text")
- caption.size → caption.font_size
- Entity(x, y, ...) → Entity((x, y), ...)
- Grid(w, h, ...) → Grid(grid_size=(w, h), ...)
- cell.color → ColorLayer system

Tests now serve as valid API usage examples.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 19:47:48 -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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Co-Authored-By: Claude <noreply@anthropic.com>
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.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

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.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
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.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
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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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 21:26:32 -05:00
e5e796bad9 refactor: comprehensive test suite overhaul and demo system
Major changes:
- Reorganized tests/ into unit/, integration/, regression/, benchmarks/, demo/
- Deleted 73 failing/outdated tests, kept 126 passing tests (100% pass rate)
- Created demo system with 6 feature screens (Caption, Frame, Primitives, Grid, Animation, Color)
- Updated .gitignore to track tests/ directory
- Updated CLAUDE.md with comprehensive testing guidelines and API quick reference

Demo system features:
- Interactive menu navigation (press 1-6 for demos, ESC to return)
- Headless screenshot generation for CI
- Per-feature demonstration screens with code examples

Testing infrastructure:
- tests/run_tests.py - unified test runner with timeout support
- tests/demo/demo_main.py - interactive/headless demo runner
- All tests are headless-compliant

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 23:37:05 -05:00