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2 commits

Author SHA1 Message Date
da434dcc64 Rotation 2026-01-25 23:20:52 -05:00
486087b9cb Shaders 2026-01-25 21:04:01 -05:00
27 changed files with 3514 additions and 174 deletions

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@ -12,6 +12,10 @@
#include <cmath> #include <cmath>
#include <Python.h> #include <Python.h>
// Static member definitions for shader intermediate texture (#106)
std::unique_ptr<sf::RenderTexture> GameEngine::shaderIntermediate;
bool GameEngine::shaderIntermediateInitialized = false;
// #219 - FrameLock implementation for thread-safe UI updates // #219 - FrameLock implementation for thread-safe UI updates
void FrameLock::acquire() { void FrameLock::acquire() {
@ -718,6 +722,37 @@ sf::Vector2f GameEngine::windowToGameCoords(const sf::Vector2f& windowPos) const
return render_target->mapPixelToCoords(sf::Vector2i(windowPos), gameView); return render_target->mapPixelToCoords(sf::Vector2i(windowPos), gameView);
} }
// #106 - Shader intermediate texture: shared texture for shader rendering
void GameEngine::initShaderIntermediate(unsigned int width, unsigned int height) {
if (!sf::Shader::isAvailable()) {
std::cerr << "GameEngine: Shaders not available, skipping intermediate texture init" << std::endl;
return;
}
if (!shaderIntermediate) {
shaderIntermediate = std::make_unique<sf::RenderTexture>();
}
if (!shaderIntermediate->create(width, height)) {
std::cerr << "GameEngine: Failed to create shader intermediate texture ("
<< width << "x" << height << ")" << std::endl;
shaderIntermediate.reset();
shaderIntermediateInitialized = false;
return;
}
shaderIntermediate->setSmooth(false); // Pixel-perfect rendering
shaderIntermediateInitialized = true;
}
sf::RenderTexture& GameEngine::getShaderIntermediate() {
if (!shaderIntermediateInitialized) {
// Initialize with default resolution if not already done
initShaderIntermediate(1024, 768);
}
return *shaderIntermediate;
}
// #153 - Headless simulation control: step() advances simulation time // #153 - Headless simulation control: step() advances simulation time
float GameEngine::step(float dt) { float GameEngine::step(float dt) {
// In windowed mode, step() is a no-op // In windowed mode, step() is a no-op

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@ -185,6 +185,10 @@ private:
sf::View gameView; // View for the game content sf::View gameView; // View for the game content
ViewportMode viewportMode = ViewportMode::Fit; ViewportMode viewportMode = ViewportMode::Fit;
// Shader intermediate texture (#106) - shared texture for shader rendering
static std::unique_ptr<sf::RenderTexture> shaderIntermediate;
static bool shaderIntermediateInitialized;
// Profiling overlay // Profiling overlay
bool showProfilerOverlay = false; // F3 key toggles this bool showProfilerOverlay = false; // F3 key toggles this
int overlayUpdateCounter = 0; // Only update overlay every N frames int overlayUpdateCounter = 0; // Only update overlay every N frames
@ -257,6 +261,11 @@ public:
std::string getViewportModeString() const; std::string getViewportModeString() const;
sf::Vector2f windowToGameCoords(const sf::Vector2f& windowPos) const; sf::Vector2f windowToGameCoords(const sf::Vector2f& windowPos) const;
// Shader system (#106) - shared intermediate texture for shader rendering
static sf::RenderTexture& getShaderIntermediate();
static void initShaderIntermediate(unsigned int width, unsigned int height);
static bool isShaderIntermediateReady() { return shaderIntermediateInitialized; }
// #153 - Headless simulation control // #153 - Headless simulation control
float step(float dt = -1.0f); // Advance simulation; dt<0 means advance to next event float step(float dt = -1.0f); // Advance simulation; dt<0 means advance to next event
int getSimulationTime() const { return simulation_time; } int getSimulationTime() const { return simulation_time; }

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@ -27,6 +27,9 @@
#include "PyNoiseSource.h" // Procedural generation noise (#207-208) #include "PyNoiseSource.h" // Procedural generation noise (#207-208)
#include "PyLock.h" // Thread synchronization (#219) #include "PyLock.h" // Thread synchronization (#219)
#include "PyVector.h" // For bresenham Vector support (#215) #include "PyVector.h" // For bresenham Vector support (#215)
#include "PyShader.h" // Shader support (#106)
#include "PyUniformBinding.h" // Shader uniform bindings (#106)
#include "PyUniformCollection.h" // Shader uniform collection (#106)
#include "McRogueFaceVersion.h" #include "McRogueFaceVersion.h"
#include "GameEngine.h" #include "GameEngine.h"
#include "ImGuiConsole.h" #include "ImGuiConsole.h"
@ -452,6 +455,11 @@ PyObject* PyInit_mcrfpy()
&mcrfpydef::PyBSPType, &mcrfpydef::PyBSPType,
&mcrfpydef::PyNoiseSourceType, &mcrfpydef::PyNoiseSourceType,
/*shaders (#106)*/
&mcrfpydef::PyShaderType,
&mcrfpydef::PyPropertyBindingType,
&mcrfpydef::PyCallableBindingType,
nullptr}; nullptr};
// Types that are used internally but NOT exported to module namespace (#189) // Types that are used internally but NOT exported to module namespace (#189)
@ -473,6 +481,9 @@ PyObject* PyInit_mcrfpy()
&mcrfpydef::PyBSPAdjacencyType, // #210: BSP.adjacency wrapper &mcrfpydef::PyBSPAdjacencyType, // #210: BSP.adjacency wrapper
&mcrfpydef::PyBSPAdjacentTilesType, // #210: BSPNode.adjacent_tiles wrapper &mcrfpydef::PyBSPAdjacentTilesType, // #210: BSPNode.adjacent_tiles wrapper
/*shader uniform collection - returned by drawable.uniforms but not directly instantiable (#106)*/
&mcrfpydef::PyUniformCollectionType,
nullptr}; nullptr};
// Set up PyWindowType methods and getsetters before PyType_Ready // Set up PyWindowType methods and getsetters before PyType_Ready
@ -497,6 +508,17 @@ PyObject* PyInit_mcrfpy()
mcrfpydef::PyNoiseSourceType.tp_methods = PyNoiseSource::methods; mcrfpydef::PyNoiseSourceType.tp_methods = PyNoiseSource::methods;
mcrfpydef::PyNoiseSourceType.tp_getset = PyNoiseSource::getsetters; mcrfpydef::PyNoiseSourceType.tp_getset = PyNoiseSource::getsetters;
// Set up PyShaderType methods and getsetters (#106)
mcrfpydef::PyShaderType.tp_methods = PyShader::methods;
mcrfpydef::PyShaderType.tp_getset = PyShader::getsetters;
// Set up PyPropertyBindingType and PyCallableBindingType getsetters (#106)
mcrfpydef::PyPropertyBindingType.tp_getset = PyPropertyBindingType::getsetters;
mcrfpydef::PyCallableBindingType.tp_getset = PyCallableBindingType::getsetters;
// Set up PyUniformCollectionType methods (#106)
mcrfpydef::PyUniformCollectionType.tp_methods = ::PyUniformCollectionType::methods;
// Set up weakref support for all types that need it // Set up weakref support for all types that need it
PyTimerType.tp_weaklistoffset = offsetof(PyTimerObject, weakreflist); PyTimerType.tp_weaklistoffset = offsetof(PyTimerObject, weakreflist);
PyUIFrameType.tp_weaklistoffset = offsetof(PyUIFrameObject, weakreflist); PyUIFrameType.tp_weaklistoffset = offsetof(PyUIFrameObject, weakreflist);

256
src/PyShader.cpp Normal file
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@ -0,0 +1,256 @@
#include "PyShader.h"
#include "McRFPy_API.h"
#include "McRFPy_Doc.h"
#include "GameEngine.h"
#include "Resources.h"
#include <sstream>
// Static clock for time uniform
static sf::Clock shader_engine_clock;
static sf::Clock shader_frame_clock;
// Python method and getset definitions
PyGetSetDef PyShader::getsetters[] = {
{"dynamic", (getter)PyShader::get_dynamic, (setter)PyShader::set_dynamic,
MCRF_PROPERTY(dynamic,
"Whether this shader uses time-varying effects (bool). "
"Dynamic shaders invalidate parent caches each frame."), NULL},
{"source", (getter)PyShader::get_source, NULL,
MCRF_PROPERTY(source,
"The GLSL fragment shader source code (str, read-only)."), NULL},
{"is_valid", (getter)PyShader::get_is_valid, NULL,
MCRF_PROPERTY(is_valid,
"True if the shader compiled successfully (bool, read-only)."), NULL},
{NULL}
};
PyMethodDef PyShader::methods[] = {
{"set_uniform", (PyCFunction)PyShader::set_uniform, METH_VARARGS | METH_KEYWORDS,
MCRF_METHOD(Shader, set_uniform,
MCRF_SIG("(name: str, value: float|tuple)", "None"),
MCRF_DESC("Set a custom uniform value on this shader."),
MCRF_ARGS_START
MCRF_ARG("name", "Uniform variable name in the shader")
MCRF_ARG("value", "Float, vec2 (2-tuple), vec3 (3-tuple), or vec4 (4-tuple)")
MCRF_RAISES("ValueError", "If uniform type cannot be determined")
MCRF_NOTE("Engine uniforms (time, resolution, etc.) are set automatically")
)},
{NULL}
};
// Constructor
PyObject* PyShader::pynew(PyTypeObject* type, PyObject* args, PyObject* kwds)
{
PyShaderObject* self = (PyShaderObject*)type->tp_alloc(type, 0);
if (self) {
self->shader = nullptr;
self->dynamic = false;
self->weakreflist = NULL;
new (&self->fragment_source) std::string();
}
return (PyObject*)self;
}
// Destructor
void PyShader::dealloc(PyShaderObject* self)
{
// Clear weak references
if (self->weakreflist) {
PyObject_ClearWeakRefs((PyObject*)self);
}
// Destroy C++ objects
self->shader.reset();
self->fragment_source.~basic_string();
// Free Python object
Py_TYPE(self)->tp_free((PyObject*)self);
}
// Initializer
int PyShader::init(PyShaderObject* self, PyObject* args, PyObject* kwds)
{
static const char* keywords[] = {"fragment_source", "dynamic", nullptr};
const char* source = nullptr;
int dynamic = 0;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "s|p", const_cast<char**>(keywords),
&source, &dynamic)) {
return -1;
}
// Check if shaders are available
if (!sf::Shader::isAvailable()) {
PyErr_SetString(PyExc_RuntimeError,
"Shaders are not available on this system (no GPU support or OpenGL too old)");
return -1;
}
// Store source and dynamic flag
self->fragment_source = source;
self->dynamic = (bool)dynamic;
// Create and compile the shader
self->shader = std::make_shared<sf::Shader>();
// Capture sf::err() output during shader compilation
std::streambuf* oldBuf = sf::err().rdbuf();
std::ostringstream errStream;
sf::err().rdbuf(errStream.rdbuf());
bool success = self->shader->loadFromMemory(source, sf::Shader::Fragment);
// Restore sf::err() and check for errors
sf::err().rdbuf(oldBuf);
if (!success) {
std::string error_msg = errStream.str();
if (error_msg.empty()) {
error_msg = "Shader compilation failed (unknown error)";
}
PyErr_Format(PyExc_ValueError, "Shader compilation failed: %s", error_msg.c_str());
self->shader.reset();
return -1;
}
return 0;
}
// Repr
PyObject* PyShader::repr(PyObject* obj)
{
PyShaderObject* self = (PyShaderObject*)obj;
std::ostringstream ss;
ss << "<Shader";
if (self->shader) {
ss << " valid";
} else {
ss << " invalid";
}
if (self->dynamic) {
ss << " dynamic";
}
ss << ">";
return PyUnicode_FromString(ss.str().c_str());
}
// Property: dynamic
PyObject* PyShader::get_dynamic(PyShaderObject* self, void* closure)
{
return PyBool_FromLong(self->dynamic);
}
int PyShader::set_dynamic(PyShaderObject* self, PyObject* value, void* closure)
{
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "dynamic must be a boolean");
return -1;
}
self->dynamic = PyObject_IsTrue(value);
return 0;
}
// Property: source (read-only)
PyObject* PyShader::get_source(PyShaderObject* self, void* closure)
{
return PyUnicode_FromString(self->fragment_source.c_str());
}
// Property: is_valid (read-only)
PyObject* PyShader::get_is_valid(PyShaderObject* self, void* closure)
{
return PyBool_FromLong(self->shader != nullptr);
}
// Method: set_uniform
PyObject* PyShader::set_uniform(PyShaderObject* self, PyObject* args, PyObject* kwds)
{
static const char* keywords[] = {"name", "value", nullptr};
const char* name = nullptr;
PyObject* value = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sO", const_cast<char**>(keywords),
&name, &value)) {
return NULL;
}
if (!self->shader) {
PyErr_SetString(PyExc_RuntimeError, "Shader is not valid");
return NULL;
}
// Determine the type and set uniform
if (PyFloat_Check(value) || PyLong_Check(value)) {
// Single float
float f = (float)PyFloat_AsDouble(value);
if (PyErr_Occurred()) return NULL;
self->shader->setUniform(name, f);
}
else if (PyTuple_Check(value)) {
Py_ssize_t size = PyTuple_Size(value);
if (size == 2) {
// vec2
float x = (float)PyFloat_AsDouble(PyTuple_GetItem(value, 0));
float y = (float)PyFloat_AsDouble(PyTuple_GetItem(value, 1));
if (PyErr_Occurred()) return NULL;
self->shader->setUniform(name, sf::Glsl::Vec2(x, y));
}
else if (size == 3) {
// vec3
float x = (float)PyFloat_AsDouble(PyTuple_GetItem(value, 0));
float y = (float)PyFloat_AsDouble(PyTuple_GetItem(value, 1));
float z = (float)PyFloat_AsDouble(PyTuple_GetItem(value, 2));
if (PyErr_Occurred()) return NULL;
self->shader->setUniform(name, sf::Glsl::Vec3(x, y, z));
}
else if (size == 4) {
// vec4
float x = (float)PyFloat_AsDouble(PyTuple_GetItem(value, 0));
float y = (float)PyFloat_AsDouble(PyTuple_GetItem(value, 1));
float z = (float)PyFloat_AsDouble(PyTuple_GetItem(value, 2));
float w = (float)PyFloat_AsDouble(PyTuple_GetItem(value, 3));
if (PyErr_Occurred()) return NULL;
self->shader->setUniform(name, sf::Glsl::Vec4(x, y, z, w));
}
else {
PyErr_Format(PyExc_ValueError,
"Tuple must have 2, 3, or 4 elements for vec2/vec3/vec4, got %zd", size);
return NULL;
}
}
else {
PyErr_SetString(PyExc_TypeError,
"Uniform value must be a float or tuple of 2-4 floats");
return NULL;
}
Py_RETURN_NONE;
}
// Static helper: apply engine-provided uniforms
void PyShader::applyEngineUniforms(sf::Shader& shader, sf::Vector2f resolution)
{
// Time uniforms
shader.setUniform("time", shader_engine_clock.getElapsedTime().asSeconds());
shader.setUniform("delta_time", shader_frame_clock.restart().asSeconds());
// Resolution
shader.setUniform("resolution", resolution);
// Mouse position - get from GameEngine if available
sf::Vector2f mouse(0.f, 0.f);
if (Resources::game && !Resources::game->isHeadless()) {
sf::Vector2i mousePos = sf::Mouse::getPosition(Resources::game->getWindow());
mouse = sf::Vector2f(static_cast<float>(mousePos.x), static_cast<float>(mousePos.y));
}
shader.setUniform("mouse", mouse);
// CurrentTexture is handled by SFML automatically when drawing
shader.setUniform("texture", sf::Shader::CurrentTexture);
}
// Static helper: check availability
bool PyShader::isAvailable()
{
return sf::Shader::isAvailable();
}

94
src/PyShader.h Normal file
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@ -0,0 +1,94 @@
#pragma once
#include "Common.h"
#include "Python.h"
// Forward declarations
class UIDrawable;
// Python object structure for Shader
typedef struct PyShaderObjectStruct {
PyObject_HEAD
std::shared_ptr<sf::Shader> shader;
bool dynamic; // Time-varying shader (affects caching)
std::string fragment_source; // Source code for recompilation
PyObject* weakreflist; // Support weak references
} PyShaderObject;
class PyShader
{
public:
// Python type methods
static PyObject* repr(PyObject* self);
static int init(PyShaderObject* self, PyObject* args, PyObject* kwds);
static PyObject* pynew(PyTypeObject* type, PyObject* args, PyObject* kwds);
static void dealloc(PyShaderObject* self);
// Property getters/setters
static PyObject* get_dynamic(PyShaderObject* self, void* closure);
static int set_dynamic(PyShaderObject* self, PyObject* value, void* closure);
static PyObject* get_source(PyShaderObject* self, void* closure);
static PyObject* get_is_valid(PyShaderObject* self, void* closure);
// Methods
static PyObject* set_uniform(PyShaderObject* self, PyObject* args, PyObject* kwds);
// Static helper: apply engine-provided uniforms (time, resolution, etc.)
static void applyEngineUniforms(sf::Shader& shader, sf::Vector2f resolution);
// Check if shaders are available on this system
static bool isAvailable();
// Arrays for Python type definition
static PyGetSetDef getsetters[];
static PyMethodDef methods[];
};
namespace mcrfpydef {
// Using inline to ensure single definition across translation units (C++17)
inline PyTypeObject PyShaderType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.Shader",
.tp_basicsize = sizeof(PyShaderObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)PyShader::dealloc,
.tp_repr = PyShader::repr,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR(
"Shader(fragment_source: str, dynamic: bool = False)\n"
"\n"
"A GPU shader program for visual effects.\n"
"\n"
"Args:\n"
" fragment_source: GLSL fragment shader source code\n"
" dynamic: If True, shader uses time-varying effects and will\n"
" invalidate parent caches each frame\n"
"\n"
"Shaders enable GPU-accelerated visual effects like glow, distortion,\n"
"color manipulation, and more. Assign to drawable.shader to apply.\n"
"\n"
"Engine-provided uniforms (automatically available):\n"
" - float time: Seconds since engine start\n"
" - float delta_time: Seconds since last frame\n"
" - vec2 resolution: Texture size in pixels\n"
" - vec2 mouse: Mouse position in window coordinates\n"
"\n"
"Example:\n"
" shader = mcrfpy.Shader('''\n"
" uniform sampler2D texture;\n"
" uniform float time;\n"
" void main() {\n"
" vec2 uv = gl_TexCoord[0].xy;\n"
" vec4 color = texture2D(texture, uv);\n"
" color.rgb *= 0.5 + 0.5 * sin(time);\n"
" gl_FragColor = color;\n"
" }\n"
" ''', dynamic=True)\n"
" frame.shader = shader\n"
),
.tp_weaklistoffset = offsetof(PyShaderObject, weakreflist),
.tp_methods = nullptr, // Set in McRFPy_API.cpp before PyType_Ready
.tp_getset = nullptr, // Set in McRFPy_API.cpp before PyType_Ready
.tp_init = (initproc)PyShader::init,
.tp_new = PyShader::pynew,
};
}

341
src/PyUniformBinding.cpp Normal file
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@ -0,0 +1,341 @@
#include "PyUniformBinding.h"
#include "UIDrawable.h"
#include "UIFrame.h"
#include "UICaption.h"
#include "UISprite.h"
#include "UIGrid.h"
#include "UILine.h"
#include "UICircle.h"
#include "UIArc.h"
#include "McRFPy_API.h"
#include "McRFPy_Doc.h"
#include <sstream>
#include <cstring>
// ============================================================================
// PropertyBinding Implementation
// ============================================================================
PropertyBinding::PropertyBinding(std::weak_ptr<UIDrawable> target, const std::string& property)
: target(target), property_name(property) {}
std::optional<float> PropertyBinding::evaluate() const {
auto ptr = target.lock();
if (!ptr) return std::nullopt;
float value = 0.0f;
if (ptr->getProperty(property_name, value)) {
return value;
}
return std::nullopt;
}
bool PropertyBinding::isValid() const {
auto ptr = target.lock();
if (!ptr) return false;
return ptr->hasProperty(property_name);
}
// ============================================================================
// CallableBinding Implementation
// ============================================================================
CallableBinding::CallableBinding(PyObject* callable)
: callable(callable) {
if (callable) {
Py_INCREF(callable);
}
}
CallableBinding::~CallableBinding() {
if (callable) {
Py_DECREF(callable);
}
}
CallableBinding::CallableBinding(CallableBinding&& other) noexcept
: callable(other.callable) {
other.callable = nullptr;
}
CallableBinding& CallableBinding::operator=(CallableBinding&& other) noexcept {
if (this != &other) {
if (callable) {
Py_DECREF(callable);
}
callable = other.callable;
other.callable = nullptr;
}
return *this;
}
std::optional<float> CallableBinding::evaluate() const {
if (!callable || !PyCallable_Check(callable)) {
return std::nullopt;
}
PyObject* result = PyObject_CallNoArgs(callable);
if (!result) {
// Python exception occurred - print and clear it
PyErr_Print();
return std::nullopt;
}
float value = 0.0f;
if (PyFloat_Check(result)) {
value = static_cast<float>(PyFloat_AsDouble(result));
} else if (PyLong_Check(result)) {
value = static_cast<float>(PyLong_AsDouble(result));
} else {
// Try to convert to float
PyObject* float_result = PyNumber_Float(result);
if (float_result) {
value = static_cast<float>(PyFloat_AsDouble(float_result));
Py_DECREF(float_result);
} else {
PyErr_Clear();
Py_DECREF(result);
return std::nullopt;
}
}
Py_DECREF(result);
return value;
}
bool CallableBinding::isValid() const {
return callable && PyCallable_Check(callable);
}
// ============================================================================
// PyPropertyBindingType Python Interface
// ============================================================================
PyGetSetDef PyPropertyBindingType::getsetters[] = {
{"target", (getter)PyPropertyBindingType::get_target, NULL,
MCRF_PROPERTY(target, "The drawable this binding reads from (read-only)."), NULL},
{"property", (getter)PyPropertyBindingType::get_property, NULL,
MCRF_PROPERTY(property, "The property name being read (str, read-only)."), NULL},
{"value", (getter)PyPropertyBindingType::get_value, NULL,
MCRF_PROPERTY(value, "Current value of the binding (float, read-only). Returns None if invalid."), NULL},
{"is_valid", (getter)PyPropertyBindingType::is_valid, NULL,
MCRF_PROPERTY(is_valid, "True if the binding target still exists and property is valid (bool, read-only)."), NULL},
{NULL}
};
PyObject* PyPropertyBindingType::pynew(PyTypeObject* type, PyObject* args, PyObject* kwds) {
PyPropertyBindingObject* self = (PyPropertyBindingObject*)type->tp_alloc(type, 0);
if (self) {
self->binding = nullptr;
self->weakreflist = NULL;
}
return (PyObject*)self;
}
void PyPropertyBindingType::dealloc(PyPropertyBindingObject* self) {
if (self->weakreflist) {
PyObject_ClearWeakRefs((PyObject*)self);
}
self->binding.reset();
Py_TYPE(self)->tp_free((PyObject*)self);
}
int PyPropertyBindingType::init(PyPropertyBindingObject* self, PyObject* args, PyObject* kwds) {
static const char* keywords[] = {"target", "property", nullptr};
PyObject* target_obj = nullptr;
const char* property = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "Os", const_cast<char**>(keywords),
&target_obj, &property)) {
return -1;
}
// Get the shared_ptr from the target drawable by checking the type name
// We can't use PyObject_IsInstance with static type objects from other translation units
// So we check the type name string instead
std::shared_ptr<UIDrawable> target_ptr;
const char* type_name = Py_TYPE(target_obj)->tp_name;
if (strcmp(type_name, "mcrfpy.Frame") == 0) {
target_ptr = ((PyUIFrameObject*)target_obj)->data;
} else if (strcmp(type_name, "mcrfpy.Caption") == 0) {
target_ptr = ((PyUICaptionObject*)target_obj)->data;
} else if (strcmp(type_name, "mcrfpy.Sprite") == 0) {
target_ptr = ((PyUISpriteObject*)target_obj)->data;
} else if (strcmp(type_name, "mcrfpy.Grid") == 0) {
target_ptr = ((PyUIGridObject*)target_obj)->data;
} else if (strcmp(type_name, "mcrfpy.Line") == 0) {
target_ptr = ((PyUILineObject*)target_obj)->data;
} else if (strcmp(type_name, "mcrfpy.Circle") == 0) {
target_ptr = ((PyUICircleObject*)target_obj)->data;
} else if (strcmp(type_name, "mcrfpy.Arc") == 0) {
target_ptr = ((PyUIArcObject*)target_obj)->data;
}
if (!target_ptr) {
PyErr_SetString(PyExc_TypeError,
"PropertyBinding requires a UIDrawable (Frame, Sprite, Caption, Grid, Line, Circle, or Arc)");
return -1;
}
// Validate that the property exists
if (!target_ptr->hasProperty(property)) {
PyErr_Format(PyExc_ValueError,
"Property '%s' is not a valid animatable property on this drawable", property);
return -1;
}
self->binding = std::make_shared<PropertyBinding>(target_ptr, property);
return 0;
}
PyObject* PyPropertyBindingType::repr(PyObject* obj) {
PyPropertyBindingObject* self = (PyPropertyBindingObject*)obj;
std::ostringstream ss;
ss << "<PropertyBinding";
if (self->binding) {
ss << " property='" << self->binding->getPropertyName() << "'";
if (self->binding->isValid()) {
auto val = self->binding->evaluate();
if (val) {
ss << " value=" << *val;
}
} else {
ss << " (invalid)";
}
}
ss << ">";
return PyUnicode_FromString(ss.str().c_str());
}
PyObject* PyPropertyBindingType::get_target(PyPropertyBindingObject* self, void* closure) {
if (!self->binding) {
Py_RETURN_NONE;
}
auto ptr = self->binding->getTarget().lock();
if (!ptr) {
Py_RETURN_NONE;
}
// TODO: Return the actual Python object for the drawable
Py_RETURN_NONE;
}
PyObject* PyPropertyBindingType::get_property(PyPropertyBindingObject* self, void* closure) {
if (!self->binding) {
Py_RETURN_NONE;
}
return PyUnicode_FromString(self->binding->getPropertyName().c_str());
}
PyObject* PyPropertyBindingType::get_value(PyPropertyBindingObject* self, void* closure) {
if (!self->binding) {
Py_RETURN_NONE;
}
auto val = self->binding->evaluate();
if (!val) {
Py_RETURN_NONE;
}
return PyFloat_FromDouble(*val);
}
PyObject* PyPropertyBindingType::is_valid(PyPropertyBindingObject* self, void* closure) {
if (!self->binding) {
Py_RETURN_FALSE;
}
return PyBool_FromLong(self->binding->isValid());
}
// ============================================================================
// PyCallableBindingType Python Interface
// ============================================================================
PyGetSetDef PyCallableBindingType::getsetters[] = {
{"callable", (getter)PyCallableBindingType::get_callable, NULL,
MCRF_PROPERTY(callable, "The Python callable (read-only)."), NULL},
{"value", (getter)PyCallableBindingType::get_value, NULL,
MCRF_PROPERTY(value, "Current value from calling the callable (float, read-only). Returns None on error."), NULL},
{"is_valid", (getter)PyCallableBindingType::is_valid, NULL,
MCRF_PROPERTY(is_valid, "True if the callable is still valid (bool, read-only)."), NULL},
{NULL}
};
PyObject* PyCallableBindingType::pynew(PyTypeObject* type, PyObject* args, PyObject* kwds) {
PyCallableBindingObject* self = (PyCallableBindingObject*)type->tp_alloc(type, 0);
if (self) {
self->binding = nullptr;
self->weakreflist = NULL;
}
return (PyObject*)self;
}
void PyCallableBindingType::dealloc(PyCallableBindingObject* self) {
if (self->weakreflist) {
PyObject_ClearWeakRefs((PyObject*)self);
}
self->binding.reset();
Py_TYPE(self)->tp_free((PyObject*)self);
}
int PyCallableBindingType::init(PyCallableBindingObject* self, PyObject* args, PyObject* kwds) {
static const char* keywords[] = {"callable", nullptr};
PyObject* callable = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "O", const_cast<char**>(keywords),
&callable)) {
return -1;
}
if (!PyCallable_Check(callable)) {
PyErr_SetString(PyExc_TypeError, "Argument must be callable");
return -1;
}
self->binding = std::make_shared<CallableBinding>(callable);
return 0;
}
PyObject* PyCallableBindingType::repr(PyObject* obj) {
PyCallableBindingObject* self = (PyCallableBindingObject*)obj;
std::ostringstream ss;
ss << "<CallableBinding";
if (self->binding && self->binding->isValid()) {
auto val = self->binding->evaluate();
if (val) {
ss << " value=" << *val;
}
} else {
ss << " (invalid)";
}
ss << ">";
return PyUnicode_FromString(ss.str().c_str());
}
PyObject* PyCallableBindingType::get_callable(PyCallableBindingObject* self, void* closure) {
if (!self->binding) {
Py_RETURN_NONE;
}
PyObject* callable = self->binding->getCallable();
if (!callable) {
Py_RETURN_NONE;
}
Py_INCREF(callable);
return callable;
}
PyObject* PyCallableBindingType::get_value(PyCallableBindingObject* self, void* closure) {
if (!self->binding) {
Py_RETURN_NONE;
}
auto val = self->binding->evaluate();
if (!val) {
Py_RETURN_NONE;
}
return PyFloat_FromDouble(*val);
}
PyObject* PyCallableBindingType::is_valid(PyCallableBindingObject* self, void* closure) {
if (!self->binding) {
Py_RETURN_FALSE;
}
return PyBool_FromLong(self->binding->isValid());
}

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#pragma once
#include "Common.h"
#include "Python.h"
#include <variant>
#include <map>
#include <memory>
#include <optional>
// Forward declarations
class UIDrawable;
/**
* @brief Variant type for uniform values
*
* Supports float, vec2, vec3, and vec4 uniform types.
*/
using UniformValue = std::variant<
float,
sf::Glsl::Vec2,
sf::Glsl::Vec3,
sf::Glsl::Vec4
>;
/**
* @brief Base class for uniform bindings
*
* Bindings provide dynamic uniform values that are evaluated each frame.
*/
class UniformBinding {
public:
virtual ~UniformBinding() = default;
/**
* @brief Evaluate the binding and return its current value
* @return The current uniform value, or std::nullopt if binding is invalid
*/
virtual std::optional<float> evaluate() const = 0;
/**
* @brief Check if the binding is still valid
*/
virtual bool isValid() const = 0;
};
/**
* @brief Binding that reads a property from a UIDrawable
*
* Uses a weak_ptr to prevent dangling references if the target is destroyed.
*/
class PropertyBinding : public UniformBinding {
public:
PropertyBinding(std::weak_ptr<UIDrawable> target, const std::string& property);
std::optional<float> evaluate() const override;
bool isValid() const override;
// Accessors for Python
std::weak_ptr<UIDrawable> getTarget() const { return target; }
const std::string& getPropertyName() const { return property_name; }
private:
std::weak_ptr<UIDrawable> target;
std::string property_name;
};
/**
* @brief Binding that calls a Python callable to get the value
*
* The callable should return a float value.
*/
class CallableBinding : public UniformBinding {
public:
explicit CallableBinding(PyObject* callable);
~CallableBinding();
// Non-copyable due to PyObject reference management
CallableBinding(const CallableBinding&) = delete;
CallableBinding& operator=(const CallableBinding&) = delete;
// Move semantics
CallableBinding(CallableBinding&& other) noexcept;
CallableBinding& operator=(CallableBinding&& other) noexcept;
std::optional<float> evaluate() const override;
bool isValid() const override;
// Accessor for Python
PyObject* getCallable() const { return callable; }
private:
PyObject* callable; // Owned reference
};
// Python object structures for bindings
typedef struct {
PyObject_HEAD
std::shared_ptr<PropertyBinding> binding;
PyObject* weakreflist;
} PyPropertyBindingObject;
typedef struct {
PyObject_HEAD
std::shared_ptr<CallableBinding> binding;
PyObject* weakreflist;
} PyCallableBindingObject;
// Python type class for PropertyBinding
class PyPropertyBindingType {
public:
static PyObject* repr(PyObject* self);
static int init(PyPropertyBindingObject* self, PyObject* args, PyObject* kwds);
static PyObject* pynew(PyTypeObject* type, PyObject* args, PyObject* kwds);
static void dealloc(PyPropertyBindingObject* self);
static PyObject* get_target(PyPropertyBindingObject* self, void* closure);
static PyObject* get_property(PyPropertyBindingObject* self, void* closure);
static PyObject* get_value(PyPropertyBindingObject* self, void* closure);
static PyObject* is_valid(PyPropertyBindingObject* self, void* closure);
static PyGetSetDef getsetters[];
};
// Python type class for CallableBinding
class PyCallableBindingType {
public:
static PyObject* repr(PyObject* self);
static int init(PyCallableBindingObject* self, PyObject* args, PyObject* kwds);
static PyObject* pynew(PyTypeObject* type, PyObject* args, PyObject* kwds);
static void dealloc(PyCallableBindingObject* self);
static PyObject* get_callable(PyCallableBindingObject* self, void* closure);
static PyObject* get_value(PyCallableBindingObject* self, void* closure);
static PyObject* is_valid(PyCallableBindingObject* self, void* closure);
static PyGetSetDef getsetters[];
};
namespace mcrfpydef {
// Using inline to ensure single definition across translation units (C++17)
inline PyTypeObject PyPropertyBindingType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.PropertyBinding",
.tp_basicsize = sizeof(PyPropertyBindingObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)::PyPropertyBindingType::dealloc,
.tp_repr = ::PyPropertyBindingType::repr,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR(
"PropertyBinding(target: UIDrawable, property: str)\n"
"\n"
"A binding that reads a property value from a UI drawable.\n"
"\n"
"Args:\n"
" target: The drawable to read the property from\n"
" property: Name of the property to read (e.g., 'x', 'opacity')\n"
"\n"
"Use this to create dynamic shader uniforms that follow a drawable's\n"
"properties. The binding automatically handles cases where the target\n"
"is destroyed.\n"
"\n"
"Example:\n"
" other_frame = mcrfpy.Frame(pos=(100, 100))\n"
" frame.uniforms['offset_x'] = mcrfpy.PropertyBinding(other_frame, 'x')\n"
),
.tp_weaklistoffset = offsetof(PyPropertyBindingObject, weakreflist),
.tp_getset = nullptr, // Set in McRFPy_API.cpp before PyType_Ready
.tp_init = (initproc)::PyPropertyBindingType::init,
.tp_new = ::PyPropertyBindingType::pynew,
};
inline PyTypeObject PyCallableBindingType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.CallableBinding",
.tp_basicsize = sizeof(PyCallableBindingObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)::PyCallableBindingType::dealloc,
.tp_repr = ::PyCallableBindingType::repr,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR(
"CallableBinding(callable: Callable[[], float])\n"
"\n"
"A binding that calls a Python function to get its value.\n"
"\n"
"Args:\n"
" callable: A function that takes no arguments and returns a float\n"
"\n"
"The callable is invoked every frame when the shader is rendered.\n"
"Keep the callable lightweight to avoid performance issues.\n"
"\n"
"Example:\n"
" player_health = 100\n"
" frame.uniforms['health_pct'] = mcrfpy.CallableBinding(\n"
" lambda: player_health / 100.0\n"
" )\n"
),
.tp_weaklistoffset = offsetof(PyCallableBindingObject, weakreflist),
.tp_getset = nullptr, // Set in McRFPy_API.cpp before PyType_Ready
.tp_init = (initproc)::PyCallableBindingType::init,
.tp_new = ::PyCallableBindingType::pynew,
};
}

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#include "PyUniformCollection.h"
#include "UIDrawable.h"
#include "McRFPy_API.h"
#include "McRFPy_Doc.h"
#include <sstream>
// ============================================================================
// UniformCollection Implementation
// ============================================================================
void UniformCollection::setFloat(const std::string& name, float value) {
entries[name] = UniformValue(value);
}
void UniformCollection::setVec2(const std::string& name, float x, float y) {
entries[name] = UniformValue(sf::Glsl::Vec2(x, y));
}
void UniformCollection::setVec3(const std::string& name, float x, float y, float z) {
entries[name] = UniformValue(sf::Glsl::Vec3(x, y, z));
}
void UniformCollection::setVec4(const std::string& name, float x, float y, float z, float w) {
entries[name] = UniformValue(sf::Glsl::Vec4(x, y, z, w));
}
void UniformCollection::setPropertyBinding(const std::string& name, std::shared_ptr<PropertyBinding> binding) {
entries[name] = binding;
}
void UniformCollection::setCallableBinding(const std::string& name, std::shared_ptr<CallableBinding> binding) {
entries[name] = binding;
}
void UniformCollection::remove(const std::string& name) {
entries.erase(name);
}
bool UniformCollection::contains(const std::string& name) const {
return entries.find(name) != entries.end();
}
std::vector<std::string> UniformCollection::getNames() const {
std::vector<std::string> names;
names.reserve(entries.size());
for (const auto& [name, _] : entries) {
names.push_back(name);
}
return names;
}
void UniformCollection::applyTo(sf::Shader& shader) const {
for (const auto& [name, entry] : entries) {
std::visit([&shader, &name](auto&& arg) {
using T = std::decay_t<decltype(arg)>;
if constexpr (std::is_same_v<T, UniformValue>) {
// Static value
std::visit([&shader, &name](auto&& val) {
using V = std::decay_t<decltype(val)>;
if constexpr (std::is_same_v<V, float>) {
shader.setUniform(name, val);
} else if constexpr (std::is_same_v<V, sf::Glsl::Vec2>) {
shader.setUniform(name, val);
} else if constexpr (std::is_same_v<V, sf::Glsl::Vec3>) {
shader.setUniform(name, val);
} else if constexpr (std::is_same_v<V, sf::Glsl::Vec4>) {
shader.setUniform(name, val);
}
}, arg);
}
else if constexpr (std::is_same_v<T, std::shared_ptr<PropertyBinding>>) {
// Property binding - evaluate and apply
if (arg && arg->isValid()) {
auto val = arg->evaluate();
if (val) {
shader.setUniform(name, *val);
}
}
}
else if constexpr (std::is_same_v<T, std::shared_ptr<CallableBinding>>) {
// Callable binding - evaluate and apply
if (arg && arg->isValid()) {
auto val = arg->evaluate();
if (val) {
shader.setUniform(name, *val);
}
}
}
}, entry);
}
}
bool UniformCollection::hasDynamicBindings() const {
for (const auto& [_, entry] : entries) {
if (std::holds_alternative<std::shared_ptr<CallableBinding>>(entry)) {
return true;
}
}
return false;
}
const UniformEntry* UniformCollection::getEntry(const std::string& name) const {
auto it = entries.find(name);
if (it == entries.end()) return nullptr;
return &it->second;
}
// ============================================================================
// PyUniformCollectionType Python Interface
// ============================================================================
PyMethodDef PyUniformCollectionType::methods[] = {
{"keys", (PyCFunction)PyUniformCollectionType::keys, METH_NOARGS,
"Return list of uniform names"},
{"values", (PyCFunction)PyUniformCollectionType::values, METH_NOARGS,
"Return list of uniform values"},
{"items", (PyCFunction)PyUniformCollectionType::items, METH_NOARGS,
"Return list of (name, value) tuples"},
{"clear", (PyCFunction)PyUniformCollectionType::clear, METH_NOARGS,
"Remove all uniforms"},
{NULL}
};
PyMappingMethods PyUniformCollectionType::mapping_methods = {
.mp_length = PyUniformCollectionType::mp_length,
.mp_subscript = PyUniformCollectionType::mp_subscript,
.mp_ass_subscript = PyUniformCollectionType::mp_ass_subscript,
};
PySequenceMethods PyUniformCollectionType::sequence_methods = {
.sq_length = nullptr,
.sq_concat = nullptr,
.sq_repeat = nullptr,
.sq_item = nullptr,
.was_sq_slice = nullptr,
.sq_ass_item = nullptr,
.was_sq_ass_slice = nullptr,
.sq_contains = PyUniformCollectionType::sq_contains,
};
void PyUniformCollectionType::dealloc(PyUniformCollectionObject* self) {
if (self->weakreflist) {
PyObject_ClearWeakRefs((PyObject*)self);
}
// Don't delete collection - it's owned by UIDrawable
Py_TYPE(self)->tp_free((PyObject*)self);
}
PyObject* PyUniformCollectionType::repr(PyObject* obj) {
PyUniformCollectionObject* self = (PyUniformCollectionObject*)obj;
std::ostringstream ss;
ss << "<UniformCollection";
if (self->collection) {
auto names = self->collection->getNames();
ss << " [";
for (size_t i = 0; i < names.size(); ++i) {
if (i > 0) ss << ", ";
ss << "'" << names[i] << "'";
}
ss << "]";
}
ss << ">";
return PyUnicode_FromString(ss.str().c_str());
}
Py_ssize_t PyUniformCollectionType::mp_length(PyObject* obj) {
PyUniformCollectionObject* self = (PyUniformCollectionObject*)obj;
if (!self->collection) return 0;
return static_cast<Py_ssize_t>(self->collection->getNames().size());
}
PyObject* PyUniformCollectionType::mp_subscript(PyObject* obj, PyObject* key) {
PyUniformCollectionObject* self = (PyUniformCollectionObject*)obj;
if (!self->collection) {
PyErr_SetString(PyExc_RuntimeError, "UniformCollection is not valid");
return NULL;
}
if (!PyUnicode_Check(key)) {
PyErr_SetString(PyExc_TypeError, "Uniform name must be a string");
return NULL;
}
const char* name = PyUnicode_AsUTF8(key);
const UniformEntry* entry = self->collection->getEntry(name);
if (!entry) {
PyErr_Format(PyExc_KeyError, "'%s'", name);
return NULL;
}
// Convert entry to Python object
return std::visit([](auto&& arg) -> PyObject* {
using T = std::decay_t<decltype(arg)>;
if constexpr (std::is_same_v<T, UniformValue>) {
return std::visit([](auto&& val) -> PyObject* {
using V = std::decay_t<decltype(val)>;
if constexpr (std::is_same_v<V, float>) {
return PyFloat_FromDouble(val);
} else if constexpr (std::is_same_v<V, sf::Glsl::Vec2>) {
return Py_BuildValue("(ff)", val.x, val.y);
} else if constexpr (std::is_same_v<V, sf::Glsl::Vec3>) {
return Py_BuildValue("(fff)", val.x, val.y, val.z);
} else if constexpr (std::is_same_v<V, sf::Glsl::Vec4>) {
return Py_BuildValue("(ffff)", val.x, val.y, val.z, val.w);
}
Py_RETURN_NONE;
}, arg);
}
else if constexpr (std::is_same_v<T, std::shared_ptr<PropertyBinding>>) {
// Return the current value for now
// TODO: Return the actual PropertyBinding object
if (arg && arg->isValid()) {
auto val = arg->evaluate();
if (val) {
return PyFloat_FromDouble(*val);
}
}
Py_RETURN_NONE;
}
else if constexpr (std::is_same_v<T, std::shared_ptr<CallableBinding>>) {
// Return the current value for now
// TODO: Return the actual CallableBinding object
if (arg && arg->isValid()) {
auto val = arg->evaluate();
if (val) {
return PyFloat_FromDouble(*val);
}
}
Py_RETURN_NONE;
}
Py_RETURN_NONE;
}, *entry);
}
int PyUniformCollectionType::mp_ass_subscript(PyObject* obj, PyObject* key, PyObject* value) {
PyUniformCollectionObject* self = (PyUniformCollectionObject*)obj;
if (!self->collection) {
PyErr_SetString(PyExc_RuntimeError, "UniformCollection is not valid");
return -1;
}
if (!PyUnicode_Check(key)) {
PyErr_SetString(PyExc_TypeError, "Uniform name must be a string");
return -1;
}
const char* name = PyUnicode_AsUTF8(key);
// Delete operation
if (value == NULL) {
self->collection->remove(name);
return 0;
}
// Check for binding types first
// PropertyBinding
if (PyObject_IsInstance(value, (PyObject*)&mcrfpydef::PyPropertyBindingType)) {
PyPropertyBindingObject* binding = (PyPropertyBindingObject*)value;
if (binding->binding) {
self->collection->setPropertyBinding(name, binding->binding);
return 0;
}
PyErr_SetString(PyExc_ValueError, "PropertyBinding is not valid");
return -1;
}
// CallableBinding
if (PyObject_IsInstance(value, (PyObject*)&mcrfpydef::PyCallableBindingType)) {
PyCallableBindingObject* binding = (PyCallableBindingObject*)value;
if (binding->binding) {
self->collection->setCallableBinding(name, binding->binding);
return 0;
}
PyErr_SetString(PyExc_ValueError, "CallableBinding is not valid");
return -1;
}
// Float value
if (PyFloat_Check(value) || PyLong_Check(value)) {
float f = static_cast<float>(PyFloat_AsDouble(value));
if (PyErr_Occurred()) return -1;
self->collection->setFloat(name, f);
return 0;
}
// Tuple for vec2/vec3/vec4
if (PyTuple_Check(value)) {
Py_ssize_t size = PyTuple_Size(value);
if (size == 2) {
float x = static_cast<float>(PyFloat_AsDouble(PyTuple_GetItem(value, 0)));
float y = static_cast<float>(PyFloat_AsDouble(PyTuple_GetItem(value, 1)));
if (PyErr_Occurred()) return -1;
self->collection->setVec2(name, x, y);
return 0;
}
else if (size == 3) {
float x = static_cast<float>(PyFloat_AsDouble(PyTuple_GetItem(value, 0)));
float y = static_cast<float>(PyFloat_AsDouble(PyTuple_GetItem(value, 1)));
float z = static_cast<float>(PyFloat_AsDouble(PyTuple_GetItem(value, 2)));
if (PyErr_Occurred()) return -1;
self->collection->setVec3(name, x, y, z);
return 0;
}
else if (size == 4) {
float x = static_cast<float>(PyFloat_AsDouble(PyTuple_GetItem(value, 0)));
float y = static_cast<float>(PyFloat_AsDouble(PyTuple_GetItem(value, 1)));
float z = static_cast<float>(PyFloat_AsDouble(PyTuple_GetItem(value, 2)));
float w = static_cast<float>(PyFloat_AsDouble(PyTuple_GetItem(value, 3)));
if (PyErr_Occurred()) return -1;
self->collection->setVec4(name, x, y, z, w);
return 0;
}
else {
PyErr_Format(PyExc_ValueError,
"Tuple must have 2, 3, or 4 elements for vec2/vec3/vec4, got %zd", size);
return -1;
}
}
PyErr_SetString(PyExc_TypeError,
"Uniform value must be a float, tuple (vec2/vec3/vec4), PropertyBinding, or CallableBinding");
return -1;
}
int PyUniformCollectionType::sq_contains(PyObject* obj, PyObject* key) {
PyUniformCollectionObject* self = (PyUniformCollectionObject*)obj;
if (!self->collection) return 0;
if (!PyUnicode_Check(key)) return 0;
const char* name = PyUnicode_AsUTF8(key);
return self->collection->contains(name) ? 1 : 0;
}
PyObject* PyUniformCollectionType::keys(PyUniformCollectionObject* self, PyObject* Py_UNUSED(ignored)) {
if (!self->collection) {
return PyList_New(0);
}
auto names = self->collection->getNames();
PyObject* list = PyList_New(names.size());
for (size_t i = 0; i < names.size(); ++i) {
PyList_SetItem(list, i, PyUnicode_FromString(names[i].c_str()));
}
return list;
}
PyObject* PyUniformCollectionType::values(PyUniformCollectionObject* self, PyObject* Py_UNUSED(ignored)) {
if (!self->collection) {
return PyList_New(0);
}
auto names = self->collection->getNames();
PyObject* list = PyList_New(names.size());
for (size_t i = 0; i < names.size(); ++i) {
PyObject* key = PyUnicode_FromString(names[i].c_str());
PyObject* val = mp_subscript((PyObject*)self, key);
Py_DECREF(key);
if (!val) {
Py_DECREF(list);
return NULL;
}
PyList_SetItem(list, i, val);
}
return list;
}
PyObject* PyUniformCollectionType::items(PyUniformCollectionObject* self, PyObject* Py_UNUSED(ignored)) {
if (!self->collection) {
return PyList_New(0);
}
auto names = self->collection->getNames();
PyObject* list = PyList_New(names.size());
for (size_t i = 0; i < names.size(); ++i) {
PyObject* key = PyUnicode_FromString(names[i].c_str());
PyObject* val = mp_subscript((PyObject*)self, key);
if (!val) {
Py_DECREF(key);
Py_DECREF(list);
return NULL;
}
PyObject* tuple = PyTuple_Pack(2, key, val);
Py_DECREF(key);
Py_DECREF(val);
PyList_SetItem(list, i, tuple);
}
return list;
}
PyObject* PyUniformCollectionType::clear(PyUniformCollectionObject* self, PyObject* Py_UNUSED(ignored)) {
if (self->collection) {
auto names = self->collection->getNames();
for (const auto& name : names) {
self->collection->remove(name);
}
}
Py_RETURN_NONE;
}

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#pragma once
#include "Common.h"
#include "Python.h"
#include "PyUniformBinding.h"
#include <map>
#include <variant>
// Forward declarations
class UIDrawable;
/**
* @brief Entry in UniformCollection - can be static value or binding
*/
using UniformEntry = std::variant<
UniformValue, // Static value (float, vec2, vec3, vec4)
std::shared_ptr<PropertyBinding>, // Property binding
std::shared_ptr<CallableBinding> // Callable binding
>;
/**
* @brief Collection of shader uniforms for a UIDrawable
*
* Stores both static uniform values and dynamic bindings. When applying
* uniforms to a shader, static values are used directly while bindings
* are evaluated each frame.
*/
class UniformCollection {
public:
UniformCollection() = default;
/**
* @brief Set a static uniform value
*/
void setFloat(const std::string& name, float value);
void setVec2(const std::string& name, float x, float y);
void setVec3(const std::string& name, float x, float y, float z);
void setVec4(const std::string& name, float x, float y, float z, float w);
/**
* @brief Set a property binding
*/
void setPropertyBinding(const std::string& name, std::shared_ptr<PropertyBinding> binding);
/**
* @brief Set a callable binding
*/
void setCallableBinding(const std::string& name, std::shared_ptr<CallableBinding> binding);
/**
* @brief Remove a uniform
*/
void remove(const std::string& name);
/**
* @brief Check if a uniform exists
*/
bool contains(const std::string& name) const;
/**
* @brief Get all uniform names
*/
std::vector<std::string> getNames() const;
/**
* @brief Apply all uniforms to a shader
*/
void applyTo(sf::Shader& shader) const;
/**
* @brief Check if any binding is dynamic (callable)
*/
bool hasDynamicBindings() const;
/**
* @brief Get the entry for a uniform (for Python access)
*/
const UniformEntry* getEntry(const std::string& name) const;
private:
std::map<std::string, UniformEntry> entries;
};
// Python object structure for UniformCollection
typedef struct {
PyObject_HEAD
UniformCollection* collection; // Owned by UIDrawable, not by this object
std::weak_ptr<UIDrawable> owner; // For checking validity
PyObject* weakreflist;
} PyUniformCollectionObject;
/**
* @brief Python type for UniformCollection
*
* Supports dict-like access: collection["name"] = value
*/
class PyUniformCollectionType {
public:
static PyObject* repr(PyObject* self);
static void dealloc(PyUniformCollectionObject* self);
// Mapping protocol (dict-like access)
static Py_ssize_t mp_length(PyObject* self);
static PyObject* mp_subscript(PyObject* self, PyObject* key);
static int mp_ass_subscript(PyObject* self, PyObject* key, PyObject* value);
// Sequence protocol for 'in' operator
static int sq_contains(PyObject* self, PyObject* key);
// Methods
static PyObject* keys(PyUniformCollectionObject* self, PyObject* Py_UNUSED(ignored));
static PyObject* values(PyUniformCollectionObject* self, PyObject* Py_UNUSED(ignored));
static PyObject* items(PyUniformCollectionObject* self, PyObject* Py_UNUSED(ignored));
static PyObject* clear(PyUniformCollectionObject* self, PyObject* Py_UNUSED(ignored));
static PyMethodDef methods[];
static PyMappingMethods mapping_methods;
static PySequenceMethods sequence_methods;
};
namespace mcrfpydef {
// Using inline to ensure single definition across translation units (C++17)
inline PyTypeObject PyUniformCollectionType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.UniformCollection",
.tp_basicsize = sizeof(PyUniformCollectionObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)::PyUniformCollectionType::dealloc,
.tp_repr = ::PyUniformCollectionType::repr,
.tp_as_sequence = &::PyUniformCollectionType::sequence_methods,
.tp_as_mapping = &::PyUniformCollectionType::mapping_methods,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR(
"UniformCollection - dict-like container for shader uniforms.\n"
"\n"
"This object is accessed via drawable.uniforms and supports:\n"
"- Getting: value = uniforms['name']\n"
"- Setting: uniforms['name'] = value\n"
"- Deleting: del uniforms['name']\n"
"- Checking: 'name' in uniforms\n"
"- Iterating: for name in uniforms.keys()\n"
"\n"
"Values can be:\n"
"- float: Single value uniform\n"
"- tuple: vec2 (2-tuple), vec3 (3-tuple), or vec4 (4-tuple)\n"
"- PropertyBinding: Dynamic value from another drawable's property\n"
"- CallableBinding: Dynamic value from a Python function\n"
"\n"
"Example:\n"
" frame.uniforms['intensity'] = 0.5\n"
" frame.uniforms['color'] = (1.0, 0.5, 0.0, 1.0)\n"
" frame.uniforms['offset'] = mcrfpy.PropertyBinding(other, 'x')\n"
" del frame.uniforms['intensity']\n"
),
.tp_weaklistoffset = offsetof(PyUniformCollectionObject, weakreflist),
.tp_methods = nullptr, // Set in McRFPy_API.cpp
};
}

View file

@ -134,9 +134,13 @@ void UIArc::render(sf::Vector2f offset, sf::RenderTarget& target) {
rebuildVertices(); rebuildVertices();
} }
// Apply offset by creating a transformed copy // Apply offset and rotation by creating a transform
sf::Transform transform; sf::Transform transform;
transform.translate(offset); transform.translate(offset);
// Apply rotation around origin
transform.translate(origin);
transform.rotate(rotation);
transform.translate(-origin);
target.draw(vertices, transform); target.draw(vertices, transform);
} }
@ -146,9 +150,25 @@ UIDrawable* UIArc::click_at(sf::Vector2f point) {
// #184: Also check for Python subclass (might have on_click method) // #184: Also check for Python subclass (might have on_click method)
if (!click_callable && !is_python_subclass) return nullptr; if (!click_callable && !is_python_subclass) return nullptr;
// Calculate distance from center // Transform click point to local coordinates accounting for rotation
float dx = point.x - center.x; sf::Vector2f localPoint;
float dy = point.y - center.y; if (rotation != 0.0f) {
// Build transform: rotate around origin (matches render transform)
sf::Transform transform;
transform.translate(origin);
transform.rotate(rotation);
transform.translate(-origin);
// Apply inverse transform to get local coordinates
sf::Transform inverse = transform.getInverse();
localPoint = inverse.transformPoint(point);
} else {
localPoint = point;
}
// Calculate distance from center in local (unrotated) space
float dx = localPoint.x - center.x;
float dy = localPoint.y - center.y;
float dist = std::sqrt(dx * dx + dy * dy); float dist = std::sqrt(dx * dx + dy * dy);
// Check if within the arc's radial range // Check if within the arc's radial range
@ -249,6 +269,21 @@ bool UIArc::setProperty(const std::string& name, float value) {
markCompositeDirty(); // #144 - Position change, texture still valid markCompositeDirty(); // #144 - Position change, texture still valid
return true; return true;
} }
else if (name == "rotation") {
rotation = value;
markDirty();
return true;
}
else if (name == "origin_x") {
origin.x = value;
markDirty();
return true;
}
else if (name == "origin_y") {
origin.y = value;
markDirty();
return true;
}
return false; return false;
} }
@ -295,6 +330,18 @@ bool UIArc::getProperty(const std::string& name, float& value) const {
value = center.y; value = center.y;
return true; return true;
} }
else if (name == "rotation") {
value = rotation;
return true;
}
else if (name == "origin_x") {
value = origin.x;
return true;
}
else if (name == "origin_y") {
value = origin.y;
return true;
}
return false; return false;
} }
@ -317,7 +364,8 @@ bool UIArc::getProperty(const std::string& name, sf::Vector2f& value) const {
bool UIArc::hasProperty(const std::string& name) const { bool UIArc::hasProperty(const std::string& name) const {
// Float properties // Float properties
if (name == "radius" || name == "start_angle" || name == "end_angle" || if (name == "radius" || name == "start_angle" || name == "end_angle" ||
name == "thickness" || name == "x" || name == "y") { name == "thickness" || name == "x" || name == "y" ||
name == "rotation" || name == "origin_x" || name == "origin_y") {
return true; return true;
} }
// Color properties // Color properties
@ -453,6 +501,7 @@ PyGetSetDef UIArc::getsetters[] = {
UIDRAWABLE_GETSETTERS, UIDRAWABLE_GETSETTERS,
UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UIARC), UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UIARC),
UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UIARC), UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UIARC),
UIDRAWABLE_ROTATION_GETSETTERS(PyObjectsEnum::UIARC),
{NULL} {NULL}
}; };

View file

@ -282,4 +282,38 @@ static int UIDrawable_set_opacity(T* self, PyObject* value, void* closure)
"Invalid for horizontally-centered alignments (CENTER_LEFT, CENTER_RIGHT, CENTER)." \ "Invalid for horizontally-centered alignments (CENTER_LEFT, CENTER_RIGHT, CENTER)." \
), (void*)type_enum} ), (void*)type_enum}
// Rotation support - rotation angle and transform origin
#define UIDRAWABLE_ROTATION_GETSETTERS(type_enum) \
{"rotation", (getter)UIDrawable::get_rotation, (setter)UIDrawable::set_rotation, \
MCRF_PROPERTY(rotation, \
"Rotation angle in degrees (clockwise around origin). " \
"Animatable property." \
), (void*)type_enum}, \
{"origin", (getter)UIDrawable::get_origin, (setter)UIDrawable::set_origin, \
MCRF_PROPERTY(origin, \
"Transform origin as Vector (pivot point for rotation). " \
"Default (0,0) is top-left; set to (w/2, h/2) to rotate around center." \
), (void*)type_enum}, \
{"rotate_with_camera", (getter)UIDrawable::get_rotate_with_camera, (setter)UIDrawable::set_rotate_with_camera, \
MCRF_PROPERTY(rotate_with_camera, \
"Whether to rotate visually with parent Grid's camera_rotation (bool). " \
"False (default): stay screen-aligned. True: tilt with camera. " \
"Only affects children of UIGrid; ignored for other parents." \
), (void*)type_enum}
// #106: Shader support - GPU-accelerated visual effects
#define UIDRAWABLE_SHADER_GETSETTERS(type_enum) \
{"shader", (getter)UIDrawable::get_shader, (setter)UIDrawable::set_shader, \
MCRF_PROPERTY(shader, \
"Shader for GPU visual effects (Shader or None). " \
"When set, the drawable is rendered through the shader program. " \
"Set to None to disable shader effects." \
), (void*)type_enum}, \
{"uniforms", (getter)UIDrawable::get_uniforms, NULL, \
MCRF_PROPERTY(uniforms, \
"Collection of shader uniforms (read-only access to collection). " \
"Set uniforms via dict-like syntax: drawable.uniforms['name'] = value. " \
"Supports float, vec2/3/4 tuples, PropertyBinding, and CallableBinding." \
), (void*)type_enum}
// UIEntity specializations are defined in UIEntity.cpp after UIEntity class is complete // UIEntity specializations are defined in UIEntity.cpp after UIEntity class is complete

View file

@ -5,6 +5,8 @@
#include "PyFont.h" #include "PyFont.h"
#include "PythonObjectCache.h" #include "PythonObjectCache.h"
#include "PyAlignment.h" #include "PyAlignment.h"
#include "PyShader.h" // #106: Shader support
#include "PyUniformCollection.h" // #106: Uniform collection support
// UIDrawable methods now in UIBase.h // UIDrawable methods now in UIBase.h
#include <algorithm> #include <algorithm>
@ -23,11 +25,40 @@ UICaption::UICaption()
UIDrawable* UICaption::click_at(sf::Vector2f point) UIDrawable* UICaption::click_at(sf::Vector2f point)
{ {
// #184: Also check for Python subclass (might have on_click method) // #184: Also check for Python subclass (might have on_click method)
if (click_callable || is_python_subclass) if (!click_callable && !is_python_subclass) return nullptr;
{
if (text.getGlobalBounds().contains(point)) return this; // Get text dimensions from local bounds
sf::FloatRect localBounds = text.getLocalBounds();
float w = localBounds.width;
float h = localBounds.height;
// Account for text origin offset (SFML text has non-zero left/top in local bounds)
float textOffsetX = localBounds.left;
float textOffsetY = localBounds.top;
// Transform click point to local coordinates accounting for rotation
sf::Vector2f localPoint;
if (rotation != 0.0f) {
// Build transform: translate to position, then rotate around origin
sf::Transform transform;
transform.translate(position);
transform.translate(origin);
transform.rotate(rotation);
transform.translate(-origin);
// Apply inverse transform to get local coordinates
sf::Transform inverse = transform.getInverse();
localPoint = inverse.transformPoint(point);
} else {
// No rotation - simple subtraction
localPoint = point - position;
} }
return NULL;
// Check if local point is within bounds (accounting for text offset)
if (localPoint.x >= textOffsetX && localPoint.y >= textOffsetY &&
localPoint.x < textOffsetX + w && localPoint.y < textOffsetY + h) {
return this;
}
return nullptr;
} }
void UICaption::render(sf::Vector2f offset, sf::RenderTarget& target) void UICaption::render(sf::Vector2f offset, sf::RenderTarget& target)
@ -40,10 +71,47 @@ void UICaption::render(sf::Vector2f offset, sf::RenderTarget& target)
color.a = static_cast<sf::Uint8>(255 * opacity); color.a = static_cast<sf::Uint8>(255 * opacity);
text.setFillColor(color); text.setFillColor(color);
text.move(offset); // Apply rotation and origin
//Resources::game->getWindow().draw(text); text.setOrigin(origin);
target.draw(text); text.setRotation(rotation);
text.move(-offset);
// #106: Shader rendering path
if (shader && shader->shader) {
// Get the text bounds for rendering
auto bounds = text.getGlobalBounds();
sf::Vector2f screen_pos = offset + position;
// Get or create intermediate texture
auto& intermediate = GameEngine::getShaderIntermediate();
intermediate.clear(sf::Color::Transparent);
// Render text at origin in intermediate texture
sf::Text temp_text = text;
temp_text.setPosition(0, 0); // Render at origin of intermediate texture
intermediate.draw(temp_text);
intermediate.display();
// Create result sprite from intermediate texture
sf::Sprite result_sprite(intermediate.getTexture());
result_sprite.setPosition(screen_pos);
// Apply engine uniforms
sf::Vector2f resolution(bounds.width, bounds.height);
PyShader::applyEngineUniforms(*shader->shader, resolution);
// Apply user uniforms
if (uniforms) {
uniforms->applyTo(*shader->shader);
}
// Draw with shader
target.draw(result_sprite, shader->shader.get());
} else {
// Standard rendering path (no shader)
text.move(offset);
target.draw(text);
text.move(-offset);
}
// Restore original alpha // Restore original alpha
color.a = 255; color.a = 255;
@ -314,6 +382,8 @@ PyGetSetDef UICaption::getsetters[] = {
UIDRAWABLE_GETSETTERS, UIDRAWABLE_GETSETTERS,
UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UICAPTION), UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UICAPTION),
UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UICAPTION), UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UICAPTION),
UIDRAWABLE_SHADER_GETSETTERS(PyObjectsEnum::UICAPTION),
UIDRAWABLE_ROTATION_GETSETTERS(PyObjectsEnum::UICAPTION),
{NULL} {NULL}
}; };
@ -595,6 +665,28 @@ bool UICaption::setProperty(const std::string& name, float value) {
markDirty(); // #144 - Z-order change affects parent markDirty(); // #144 - Z-order change affects parent
return true; return true;
} }
else if (name == "rotation") {
rotation = value;
text.setRotation(rotation);
markDirty();
return true;
}
else if (name == "origin_x") {
origin.x = value;
text.setOrigin(origin);
markDirty();
return true;
}
else if (name == "origin_y") {
origin.y = value;
text.setOrigin(origin);
markDirty();
return true;
}
// #106: Check for shader uniform properties
if (setShaderProperty(name, value)) {
return true;
}
return false; return false;
} }
@ -674,6 +766,22 @@ bool UICaption::getProperty(const std::string& name, float& value) const {
value = static_cast<float>(z_index); value = static_cast<float>(z_index);
return true; return true;
} }
else if (name == "rotation") {
value = rotation;
return true;
}
else if (name == "origin_x") {
value = origin.x;
return true;
}
else if (name == "origin_y") {
value = origin.y;
return true;
}
// #106: Check for shader uniform properties
if (getShaderProperty(name, value)) {
return true;
}
return false; return false;
} }
@ -704,7 +812,8 @@ bool UICaption::hasProperty(const std::string& name) const {
name == "fill_color.r" || name == "fill_color.g" || name == "fill_color.r" || name == "fill_color.g" ||
name == "fill_color.b" || name == "fill_color.a" || name == "fill_color.b" || name == "fill_color.a" ||
name == "outline_color.r" || name == "outline_color.g" || name == "outline_color.r" || name == "outline_color.g" ||
name == "outline_color.b" || name == "outline_color.a") { name == "outline_color.b" || name == "outline_color.a" ||
name == "rotation" || name == "origin_x" || name == "origin_y") {
return true; return true;
} }
// Color properties // Color properties
@ -715,6 +824,14 @@ bool UICaption::hasProperty(const std::string& name) const {
if (name == "text") { if (name == "text") {
return true; return true;
} }
// Vector2f properties
if (name == "origin") {
return true;
}
// #106: Check for shader uniform properties
if (hasShaderProperty(name)) {
return true;
}
return false; return false;
} }

View file

@ -115,6 +115,12 @@ void UICircle::render(sf::Vector2f offset, sf::RenderTarget& target) {
// Apply position and offset // Apply position and offset
shape.setPosition(position + offset); shape.setPosition(position + offset);
// Apply rotation (using UIDrawable::origin as offset from circle center)
// The shape already has its origin at center (radius, radius)
// UIDrawable::origin provides additional offset from that center
shape.setOrigin(radius + origin.x, radius + origin.y);
shape.setRotation(rotation);
// Apply opacity to colors // Apply opacity to colors
sf::Color render_fill = fill_color; sf::Color render_fill = fill_color;
render_fill.a = static_cast<sf::Uint8>(fill_color.a * opacity); render_fill.a = static_cast<sf::Uint8>(fill_color.a * opacity);
@ -131,9 +137,30 @@ UIDrawable* UICircle::click_at(sf::Vector2f point) {
// #184: Also check for Python subclass (might have on_click method) // #184: Also check for Python subclass (might have on_click method)
if (!click_callable && !is_python_subclass) return nullptr; if (!click_callable && !is_python_subclass) return nullptr;
// Calculate the actual circle center accounting for rotation around origin
// In render(), the circle is drawn at position with origin offset (radius + origin.x/y)
// So the visual center moves when rotated around a non-default origin
sf::Vector2f circleCenter = position;
if (rotation != 0.0f && (origin.x != 0.0f || origin.y != 0.0f)) {
// The circle center in local space (relative to position) is at (0, 0)
// With rotation around (origin.x, origin.y), the center moves
float rad = rotation * 3.14159265f / 180.0f;
float cos_r = std::cos(rad);
float sin_r = std::sin(rad);
// Rotate (0,0) around origin
float dx = -origin.x;
float dy = -origin.y;
float rotatedX = dx * cos_r - dy * sin_r + origin.x;
float rotatedY = dx * sin_r + dy * cos_r + origin.y;
circleCenter = position + sf::Vector2f(rotatedX, rotatedY);
}
// Check if point is within the circle (including outline) // Check if point is within the circle (including outline)
float dx = point.x - position.x; float dx = point.x - circleCenter.x;
float dy = point.y - position.y; float dy = point.y - circleCenter.y;
float distance = std::sqrt(dx * dx + dy * dy); float distance = std::sqrt(dx * dx + dy * dy);
float effective_radius = radius + outline_thickness; float effective_radius = radius + outline_thickness;
@ -188,6 +215,21 @@ bool UICircle::setProperty(const std::string& name, float value) {
position.y = value; position.y = value;
markCompositeDirty(); // #144 - Position change, texture still valid markCompositeDirty(); // #144 - Position change, texture still valid
return true; return true;
} else if (name == "rotation") {
rotation = value;
shape.setRotation(rotation);
markDirty();
return true;
} else if (name == "origin_x") {
origin.x = value;
shape.setOrigin(radius + origin.x, radius + origin.y);
markDirty();
return true;
} else if (name == "origin_y") {
origin.y = value;
shape.setOrigin(radius + origin.x, radius + origin.y);
markDirty();
return true;
} }
return false; return false;
} }
@ -227,6 +269,15 @@ bool UICircle::getProperty(const std::string& name, float& value) const {
} else if (name == "y") { } else if (name == "y") {
value = position.y; value = position.y;
return true; return true;
} else if (name == "rotation") {
value = rotation;
return true;
} else if (name == "origin_x") {
value = origin.x;
return true;
} else if (name == "origin_y") {
value = origin.y;
return true;
} }
return false; return false;
} }
@ -253,7 +304,8 @@ bool UICircle::getProperty(const std::string& name, sf::Vector2f& value) const {
bool UICircle::hasProperty(const std::string& name) const { bool UICircle::hasProperty(const std::string& name) const {
// Float properties // Float properties
if (name == "radius" || name == "outline" || if (name == "radius" || name == "outline" ||
name == "x" || name == "y") { name == "x" || name == "y" ||
name == "rotation" || name == "origin_x" || name == "origin_y") {
return true; return true;
} }
// Color properties // Color properties
@ -261,7 +313,7 @@ bool UICircle::hasProperty(const std::string& name) const {
return true; return true;
} }
// Vector2f properties // Vector2f properties
if (name == "center" || name == "position") { if (name == "center" || name == "position" || name == "origin") {
return true; return true;
} }
return false; return false;
@ -399,6 +451,7 @@ PyGetSetDef UICircle::getsetters[] = {
UIDRAWABLE_GETSETTERS, UIDRAWABLE_GETSETTERS,
UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UICIRCLE), UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UICIRCLE),
UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UICIRCLE), UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UICIRCLE),
UIDRAWABLE_ROTATION_GETSETTERS(PyObjectsEnum::UICIRCLE),
{NULL} {NULL}
}; };

View file

@ -13,6 +13,8 @@
#include "PyAnimation.h" #include "PyAnimation.h"
#include "PyEasing.h" #include "PyEasing.h"
#include "PySceneObject.h" // #183: For scene parent lookup #include "PySceneObject.h" // #183: For scene parent lookup
#include "PyShader.h" // #106: Shader support
#include "PyUniformCollection.h" // #106: Uniform collection support
// Helper function to extract UIDrawable* from any Python UI object // Helper function to extract UIDrawable* from any Python UI object
// Returns nullptr and sets Python error on failure // Returns nullptr and sets Python error on failure
@ -44,6 +46,9 @@ UIDrawable::UIDrawable(const UIDrawable& other)
: z_index(other.z_index), : z_index(other.z_index),
name(other.name), name(other.name),
position(other.position), position(other.position),
rotation(other.rotation),
origin(other.origin),
rotate_with_camera(other.rotate_with_camera),
visible(other.visible), visible(other.visible),
opacity(other.opacity), opacity(other.opacity),
hovered(false), // Don't copy hover state hovered(false), // Don't copy hover state
@ -80,6 +85,9 @@ UIDrawable& UIDrawable::operator=(const UIDrawable& other) {
z_index = other.z_index; z_index = other.z_index;
name = other.name; name = other.name;
position = other.position; position = other.position;
rotation = other.rotation;
origin = other.origin;
rotate_with_camera = other.rotate_with_camera;
visible = other.visible; visible = other.visible;
opacity = other.opacity; opacity = other.opacity;
hovered = false; // Don't copy hover state hovered = false; // Don't copy hover state
@ -126,6 +134,9 @@ UIDrawable::UIDrawable(UIDrawable&& other) noexcept
: z_index(other.z_index), : z_index(other.z_index),
name(std::move(other.name)), name(std::move(other.name)),
position(other.position), position(other.position),
rotation(other.rotation),
origin(other.origin),
rotate_with_camera(other.rotate_with_camera),
visible(other.visible), visible(other.visible),
opacity(other.opacity), opacity(other.opacity),
hovered(other.hovered), hovered(other.hovered),
@ -155,6 +166,9 @@ UIDrawable& UIDrawable::operator=(UIDrawable&& other) noexcept {
z_index = other.z_index; z_index = other.z_index;
name = std::move(other.name); name = std::move(other.name);
position = other.position; position = other.position;
rotation = other.rotation;
origin = other.origin;
rotate_with_camera = other.rotate_with_camera;
visible = other.visible; visible = other.visible;
opacity = other.opacity; opacity = other.opacity;
hovered = other.hovered; // #140 hovered = other.hovered; // #140
@ -587,6 +601,132 @@ int UIDrawable::set_pos(PyObject* self, PyObject* value, void* closure) {
return 0; return 0;
} }
// Rotation property getter/setter
PyObject* UIDrawable::get_rotation(PyObject* self, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure));
UIDrawable* drawable = extractDrawable(self, objtype);
if (!drawable) return NULL;
return PyFloat_FromDouble(drawable->rotation);
}
int UIDrawable::set_rotation(PyObject* self, PyObject* value, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure));
UIDrawable* drawable = extractDrawable(self, objtype);
if (!drawable) return -1;
float val = 0.0f;
if (PyFloat_Check(value)) {
val = PyFloat_AsDouble(value);
} else if (PyLong_Check(value)) {
val = static_cast<float>(PyLong_AsLong(value));
} else {
PyErr_SetString(PyExc_TypeError, "rotation must be a number (int or float)");
return -1;
}
drawable->rotation = val;
drawable->markDirty();
return 0;
}
// Origin property getter/setter
PyObject* UIDrawable::get_origin(PyObject* self, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure));
UIDrawable* drawable = extractDrawable(self, objtype);
if (!drawable) return NULL;
// Create a Python Vector object from origin
PyObject* module = PyImport_ImportModule("mcrfpy");
if (!module) return NULL;
PyObject* vector_type = PyObject_GetAttrString(module, "Vector");
Py_DECREF(module);
if (!vector_type) return NULL;
PyObject* args = Py_BuildValue("(ff)", drawable->origin.x, drawable->origin.y);
PyObject* result = PyObject_CallObject(vector_type, args);
Py_DECREF(vector_type);
Py_DECREF(args);
return result;
}
int UIDrawable::set_origin(PyObject* self, PyObject* value, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure));
UIDrawable* drawable = extractDrawable(self, objtype);
if (!drawable) return -1;
// Accept tuple or Vector
float x, y;
if (PyTuple_Check(value) && PyTuple_Size(value) == 2) {
PyObject* x_obj = PyTuple_GetItem(value, 0);
PyObject* y_obj = PyTuple_GetItem(value, 1);
if (PyFloat_Check(x_obj) || PyLong_Check(x_obj)) {
x = PyFloat_Check(x_obj) ? PyFloat_AsDouble(x_obj) : static_cast<float>(PyLong_AsLong(x_obj));
} else {
PyErr_SetString(PyExc_TypeError, "origin x must be a number");
return -1;
}
if (PyFloat_Check(y_obj) || PyLong_Check(y_obj)) {
y = PyFloat_Check(y_obj) ? PyFloat_AsDouble(y_obj) : static_cast<float>(PyLong_AsLong(y_obj));
} else {
PyErr_SetString(PyExc_TypeError, "origin y must be a number");
return -1;
}
} else {
// Try to get as Vector
PyObject* module = PyImport_ImportModule("mcrfpy");
if (!module) return -1;
PyObject* vector_type = PyObject_GetAttrString(module, "Vector");
Py_DECREF(module);
if (!vector_type) return -1;
int is_vector = PyObject_IsInstance(value, vector_type);
Py_DECREF(vector_type);
if (is_vector) {
PyVectorObject* vec = (PyVectorObject*)value;
x = vec->data.x;
y = vec->data.y;
} else {
PyErr_SetString(PyExc_TypeError, "origin must be a tuple (x, y) or Vector");
return -1;
}
}
drawable->origin = sf::Vector2f(x, y);
drawable->markDirty();
return 0;
}
// rotate_with_camera property getter/setter
PyObject* UIDrawable::get_rotate_with_camera(PyObject* self, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure));
UIDrawable* drawable = extractDrawable(self, objtype);
if (!drawable) return NULL;
return PyBool_FromLong(drawable->rotate_with_camera);
}
int UIDrawable::set_rotate_with_camera(PyObject* self, PyObject* value, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure));
UIDrawable* drawable = extractDrawable(self, objtype);
if (!drawable) return -1;
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "rotate_with_camera must be a boolean");
return -1;
}
drawable->rotate_with_camera = PyObject_IsTrue(value);
drawable->markDirty();
return 0;
}
// #221 - Grid coordinate properties (only valid when parent is UIGrid) // #221 - Grid coordinate properties (only valid when parent is UIGrid)
PyObject* UIDrawable::get_grid_pos(PyObject* self, void* closure) { PyObject* UIDrawable::get_grid_pos(PyObject* self, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure)); PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure));
@ -947,6 +1087,195 @@ void UIDrawable::markDirty() {
markContentDirty(); markContentDirty();
} }
// #106 - Shader support
void UIDrawable::markShaderDynamic() {
shader_dynamic = true;
// Propagate to parent to invalidate caches
auto p = parent.lock();
if (p) {
p->markShaderDynamic();
}
}
// #106: Shader uniform property helpers for animation support
bool UIDrawable::setShaderProperty(const std::string& name, float value) {
// Check if name starts with "shader."
if (name.compare(0, 7, "shader.") != 0) {
return false;
}
// Extract the uniform name after "shader."
std::string uniform_name = name.substr(7);
if (uniform_name.empty()) {
return false;
}
// Initialize uniforms collection if needed
if (!uniforms) {
uniforms = std::make_unique<UniformCollection>();
}
// Set the uniform value
uniforms->setFloat(uniform_name, value);
markDirty();
return true;
}
bool UIDrawable::getShaderProperty(const std::string& name, float& value) const {
// Check if name starts with "shader."
if (name.compare(0, 7, "shader.") != 0) {
return false;
}
// Extract the uniform name after "shader."
std::string uniform_name = name.substr(7);
if (uniform_name.empty() || !uniforms) {
return false;
}
// Try to get the value from uniforms
const auto* entry = uniforms->getEntry(uniform_name);
if (!entry) {
return false;
}
// UniformEntry is variant<UniformValue, shared_ptr<PropertyBinding>, shared_ptr<CallableBinding>>
// UniformValue is variant<float, vec2, vec3, vec4>
// So we need to check for UniformValue first, then extract the float from it
// Try to extract static UniformValue from the entry
if (const auto* uval = std::get_if<UniformValue>(entry)) {
// Now try to extract float from UniformValue
if (const float* fval = std::get_if<float>(uval)) {
value = *fval;
return true;
}
// Could be vec2/vec3/vec4 - not a float, return false
return false;
}
// For bindings, evaluate and return
if (const auto* prop_binding = std::get_if<std::shared_ptr<PropertyBinding>>(entry)) {
auto opt_val = (*prop_binding)->evaluate();
if (opt_val) {
value = *opt_val;
return true;
}
} else if (const auto* call_binding = std::get_if<std::shared_ptr<CallableBinding>>(entry)) {
auto opt_val = (*call_binding)->evaluate();
if (opt_val) {
value = *opt_val;
return true;
}
}
return false;
}
bool UIDrawable::hasShaderProperty(const std::string& name) const {
// Check if name starts with "shader."
if (name.compare(0, 7, "shader.") != 0) {
return false;
}
// Shader uniforms are always valid property names (they'll be created on set)
return true;
}
// Python API for shader property
PyObject* UIDrawable::get_shader(PyObject* self, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure));
UIDrawable* drawable = extractDrawable(self, objtype);
if (!drawable) return NULL;
if (!drawable->shader) {
Py_RETURN_NONE;
}
// Return the shader object (increment reference)
Py_INCREF(drawable->shader.get());
return (PyObject*)drawable->shader.get();
}
int UIDrawable::set_shader(PyObject* self, PyObject* value, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure));
UIDrawable* drawable = extractDrawable(self, objtype);
if (!drawable) return -1;
if (value == Py_None) {
// Clear shader
drawable->shader.reset();
drawable->shader_dynamic = false;
drawable->markDirty();
return 0;
}
// Check if it's a Shader object
if (!PyObject_IsInstance(value, (PyObject*)&mcrfpydef::PyShaderType)) {
PyErr_SetString(PyExc_TypeError, "shader must be a Shader object or None");
return -1;
}
PyShaderObject* shader_obj = (PyShaderObject*)value;
if (!shader_obj->shader) {
PyErr_SetString(PyExc_ValueError, "Shader is not valid (compilation failed?)");
return -1;
}
// Store the shader
drawable->shader = std::shared_ptr<PyShaderObject>(shader_obj, [](PyShaderObject* p) {
// Custom deleter that doesn't delete the Python object
// The Python reference counting handles that
});
Py_INCREF(shader_obj); // Keep the Python object alive
// Create uniforms collection if needed
if (!drawable->uniforms) {
drawable->uniforms = std::make_unique<UniformCollection>();
}
// Set dynamic flag if shader is dynamic
if (shader_obj->dynamic) {
drawable->markShaderDynamic();
}
// Enable RenderTexture for shader rendering (if not already enabled)
auto bounds = drawable->get_bounds();
if (bounds.width > 0 && bounds.height > 0) {
drawable->enableRenderTexture(
static_cast<unsigned int>(bounds.width),
static_cast<unsigned int>(bounds.height)
);
}
drawable->markDirty();
return 0;
}
PyObject* UIDrawable::get_uniforms(PyObject* self, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure));
UIDrawable* drawable = extractDrawable(self, objtype);
if (!drawable) return NULL;
// Create uniforms collection if needed
if (!drawable->uniforms) {
drawable->uniforms = std::make_unique<UniformCollection>();
}
// Create and return a Python wrapper for the collection
PyUniformCollectionObject* collection = (PyUniformCollectionObject*)
mcrfpydef::PyUniformCollectionType.tp_alloc(&mcrfpydef::PyUniformCollectionType, 0);
if (!collection) return NULL;
collection->collection = drawable->uniforms.get();
collection->weakreflist = NULL;
// Note: owner weak_ptr could be set here if we had access to shared_ptr
return (PyObject*)collection;
}
// Python API - get parent drawable // Python API - get parent drawable
PyObject* UIDrawable::get_parent(PyObject* self, void* closure) { PyObject* UIDrawable::get_parent(PyObject* self, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure)); PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure));

View file

@ -16,6 +16,12 @@
#include "Resources.h" #include "Resources.h"
#include "UIBase.h" #include "UIBase.h"
// Forward declarations for shader support (#106)
class UniformCollection;
// PyShaderObject is a typedef, forward declare as a struct with explicit typedef
typedef struct PyShaderObjectStruct PyShaderObject;
class UIFrame; class UICaption; class UISprite; class UIEntity; class UIGrid; class UIFrame; class UICaption; class UISprite; class UIEntity; class UIGrid;
enum PyObjectsEnum : int enum PyObjectsEnum : int
@ -93,6 +99,14 @@ public:
static PyObject* get_pos(PyObject* self, void* closure); static PyObject* get_pos(PyObject* self, void* closure);
static int set_pos(PyObject* self, PyObject* value, void* closure); static int set_pos(PyObject* self, PyObject* value, void* closure);
// Rotation getters/setters for Python API
static PyObject* get_rotation(PyObject* self, void* closure);
static int set_rotation(PyObject* self, PyObject* value, void* closure);
static PyObject* get_origin(PyObject* self, void* closure);
static int set_origin(PyObject* self, PyObject* value, void* closure);
static PyObject* get_rotate_with_camera(PyObject* self, void* closure);
static int set_rotate_with_camera(PyObject* self, PyObject* value, void* closure);
// #221 - Grid coordinate properties (only valid when parent is UIGrid) // #221 - Grid coordinate properties (only valid when parent is UIGrid)
static PyObject* get_grid_pos(PyObject* self, void* closure); static PyObject* get_grid_pos(PyObject* self, void* closure);
static int set_grid_pos(PyObject* self, PyObject* value, void* closure); static int set_grid_pos(PyObject* self, PyObject* value, void* closure);
@ -111,6 +125,16 @@ public:
// Position in pixel coordinates (moved from derived classes) // Position in pixel coordinates (moved from derived classes)
sf::Vector2f position; sf::Vector2f position;
// Rotation in degrees (clockwise around origin)
float rotation = 0.0f;
// Transform origin point (relative to position, pivot for rotation/scale)
sf::Vector2f origin;
// Whether to rotate visually with parent Grid's camera_rotation
// Only affects children of UIGrid; ignored for other parents
bool rotate_with_camera = false;
// Parent-child hierarchy (#122) // Parent-child hierarchy (#122)
std::weak_ptr<UIDrawable> parent; std::weak_ptr<UIDrawable> parent;
@ -205,6 +229,12 @@ public:
// Check if a property name is valid for animation on this drawable type // Check if a property name is valid for animation on this drawable type
virtual bool hasProperty(const std::string& name) const { return false; } virtual bool hasProperty(const std::string& name) const { return false; }
// #106: Shader uniform property helpers for animation support
// These methods handle "shader.uniform_name" property paths
bool setShaderProperty(const std::string& name, float value);
bool getShaderProperty(const std::string& name, float& value) const;
bool hasShaderProperty(const std::string& name) const;
// Note: animate_helper is now a free function (UIDrawable_animate_impl) declared in UIBase.h // Note: animate_helper is now a free function (UIDrawable_animate_impl) declared in UIBase.h
// to avoid incomplete type issues with template instantiation. // to avoid incomplete type issues with template instantiation.
@ -253,6 +283,20 @@ protected:
public: public:
void disableRenderTexture(); void disableRenderTexture();
// Shader support (#106)
std::shared_ptr<PyShaderObject> shader;
std::unique_ptr<UniformCollection> uniforms;
bool shader_dynamic = false; // True if shader uses time-varying effects
// Mark this drawable as having dynamic shader effects
// Propagates up to parent to invalidate caches
void markShaderDynamic();
// Python API for shader properties
static PyObject* get_shader(PyObject* self, void* closure);
static int set_shader(PyObject* self, PyObject* value, void* closure);
static PyObject* get_uniforms(PyObject* self, void* closure);
protected: protected:
public: public:

View file

@ -12,6 +12,8 @@
#include "PyAnimation.h" #include "PyAnimation.h"
#include "PyEasing.h" #include "PyEasing.h"
#include "PyPositionHelper.h" #include "PyPositionHelper.h"
#include "PyShader.h" // #106: Shader support
#include "PyUniformCollection.h" // #106: Uniform collection support
// UIDrawable methods now in UIBase.h // UIDrawable methods now in UIBase.h
#include "UIEntityPyMethods.h" #include "UIEntityPyMethods.h"
@ -1035,6 +1037,14 @@ PyGetSetDef UIEntity::getsetters[] = {
{"visible", (getter)UIEntity_get_visible, (setter)UIEntity_set_visible, "Visibility flag", NULL}, {"visible", (getter)UIEntity_get_visible, (setter)UIEntity_set_visible, "Visibility flag", NULL},
{"opacity", (getter)UIEntity_get_opacity, (setter)UIEntity_set_opacity, "Opacity (0.0 = transparent, 1.0 = opaque)", NULL}, {"opacity", (getter)UIEntity_get_opacity, (setter)UIEntity_set_opacity, "Opacity (0.0 = transparent, 1.0 = opaque)", NULL},
{"name", (getter)UIEntity_get_name, (setter)UIEntity_set_name, "Name for finding elements", NULL}, {"name", (getter)UIEntity_get_name, (setter)UIEntity_set_name, "Name for finding elements", NULL},
{"shader", (getter)UIEntity_get_shader, (setter)UIEntity_set_shader,
"Shader for GPU visual effects (Shader or None). "
"When set, the entity is rendered through the shader program. "
"Set to None to disable shader effects.", NULL},
{"uniforms", (getter)UIEntity_get_uniforms, NULL,
"Collection of shader uniforms (read-only access to collection). "
"Set uniforms via dict-like syntax: entity.uniforms['name'] = value. "
"Supports float, vec2/3/4 tuples, PropertyBinding, and CallableBinding.", NULL},
{NULL} /* Sentinel */ {NULL} /* Sentinel */
}; };
@ -1073,6 +1083,10 @@ bool UIEntity::setProperty(const std::string& name, float value) {
if (grid) grid->markDirty(); // #144 - Content change if (grid) grid->markDirty(); // #144 - Content change
return true; return true;
} }
// #106: Shader uniform properties - delegate to sprite
if (sprite.setShaderProperty(name, value)) {
return true;
}
return false; return false;
} }
@ -1098,6 +1112,10 @@ bool UIEntity::getProperty(const std::string& name, float& value) const {
value = sprite.getScale().x; // Assuming uniform scale value = sprite.getScale().x; // Assuming uniform scale
return true; return true;
} }
// #106: Shader uniform properties - delegate to sprite
if (sprite.getShaderProperty(name, value)) {
return true;
}
return false; return false;
} }
@ -1110,6 +1128,10 @@ bool UIEntity::hasProperty(const std::string& name) const {
if (name == "sprite_index" || name == "sprite_number") { if (name == "sprite_index" || name == "sprite_number") {
return true; return true;
} }
// #106: Shader uniform properties - delegate to sprite
if (sprite.hasShaderProperty(name)) {
return true;
}
return false; return false;
} }

View file

@ -1,6 +1,8 @@
#pragma once #pragma once
#include "UIEntity.h" #include "UIEntity.h"
#include "UIBase.h" #include "UIBase.h"
#include "PyShader.h" // #106: Shader support
#include "PyUniformCollection.h" // #106: Uniform collection support
// UIEntity-specific property implementations // UIEntity-specific property implementations
// These delegate to the wrapped sprite member // These delegate to the wrapped sprite member
@ -73,3 +75,72 @@ static int UIEntity_set_name(PyUIEntityObject* self, PyObject* value, void* clos
self->data->sprite.name = name_str; self->data->sprite.name = name_str;
return 0; return 0;
} }
// #106: Shader property - delegate to sprite
static PyObject* UIEntity_get_shader(PyUIEntityObject* self, void* closure)
{
auto& shader_ptr = self->data->sprite.shader;
if (!shader_ptr) {
Py_RETURN_NONE;
}
// Return the PyShaderObject (which is also a PyObject)
Py_INCREF((PyObject*)shader_ptr.get());
return (PyObject*)shader_ptr.get();
}
static int UIEntity_set_shader(PyUIEntityObject* self, PyObject* value, void* closure)
{
if (value == Py_None || value == NULL) {
self->data->sprite.shader.reset();
self->data->sprite.shader_dynamic = false;
return 0;
}
// Check if value is a Shader object
if (!PyObject_IsInstance(value, (PyObject*)&mcrfpydef::PyShaderType)) {
PyErr_SetString(PyExc_TypeError, "shader must be a Shader object or None");
return -1;
}
PyShaderObject* shader_obj = (PyShaderObject*)value;
// Store a shared_ptr to the PyShaderObject
// We need to increment the refcount since we're storing a reference
Py_INCREF(value);
self->data->sprite.shader = std::shared_ptr<PyShaderObject>(shader_obj, [](PyShaderObject* p) {
Py_DECREF((PyObject*)p);
});
// Initialize uniforms collection if needed
if (!self->data->sprite.uniforms) {
self->data->sprite.uniforms = std::make_unique<UniformCollection>();
}
// Propagate dynamic flag
if (shader_obj->dynamic) {
self->data->sprite.markShaderDynamic();
}
return 0;
}
// #106: Uniforms property - delegate to sprite's uniforms collection
static PyObject* UIEntity_get_uniforms(PyUIEntityObject* self, void* closure)
{
// Initialize uniforms collection if needed
if (!self->data->sprite.uniforms) {
self->data->sprite.uniforms = std::make_unique<UniformCollection>();
}
// Create a Python wrapper for the uniforms collection
PyUniformCollectionObject* uniforms_obj = (PyUniformCollectionObject*)mcrfpydef::PyUniformCollectionType.tp_alloc(&mcrfpydef::PyUniformCollectionType, 0);
if (!uniforms_obj) {
return NULL;
}
// The collection is owned by the sprite, we just provide a view
uniforms_obj->collection = self->data->sprite.uniforms.get();
uniforms_obj->weakreflist = NULL;
return (PyObject*)uniforms_obj;
}

View file

@ -8,19 +8,37 @@
#include "McRFPy_API.h" #include "McRFPy_API.h"
#include "PythonObjectCache.h" #include "PythonObjectCache.h"
#include "PyAlignment.h" #include "PyAlignment.h"
#include "PyShader.h" // #106: Shader support
#include "PyUniformCollection.h" // #106: Uniform collection
#include <iostream> // #106: for shader error output #include <iostream> // #106: for shader error output
// UIDrawable methods now in UIBase.h // UIDrawable methods now in UIBase.h
UIDrawable* UIFrame::click_at(sf::Vector2f point) UIDrawable* UIFrame::click_at(sf::Vector2f point)
{ {
// Check bounds first (optimization) float w = box.getSize().x, h = box.getSize().y;
float x = position.x, y = position.y, w = box.getSize().x, h = box.getSize().y;
if (point.x < x || point.y < y || point.x >= x+w || point.y >= y+h) { // Transform click point to local coordinates accounting for rotation
return nullptr; sf::Vector2f localPoint;
if (rotation != 0.0f) {
// Build transform: translate to position, then rotate around origin
sf::Transform transform;
transform.translate(position);
transform.translate(origin);
transform.rotate(rotation);
transform.translate(-origin);
// Apply inverse transform to get local coordinates
sf::Transform inverse = transform.getInverse();
localPoint = inverse.transformPoint(point);
} else {
// No rotation - simple subtraction
localPoint = point - position;
} }
// Transform to local coordinates for children // Check if local point is within bounds (0,0 to w,h in local space)
sf::Vector2f localPoint = point - position; if (localPoint.x < 0 || localPoint.y < 0 || localPoint.x >= w || localPoint.y >= h) {
return nullptr;
}
// Check children in reverse order (top to bottom, highest z-index first) // Check children in reverse order (top to bottom, highest z-index first)
for (auto it = children->rbegin(); it != children->rend(); ++it) { for (auto it = children->rbegin(); it != children->rend(); ++it) {
@ -110,11 +128,11 @@ void UIFrame::render(sf::Vector2f offset, sf::RenderTarget& target)
// TODO: Apply opacity when SFML supports it on shapes // TODO: Apply opacity when SFML supports it on shapes
// #144: Use RenderTexture for clipping OR texture caching OR shaders // #144: Use RenderTexture for clipping OR texture caching OR shaders (#106)
// clip_children: requires texture for clipping effect (only when has children) // clip_children: requires texture for clipping effect (only when has children)
// cache_subtree: uses texture for performance (always, even without children) // cache_subtree: uses texture for performance (always, even without children)
// shader_enabled: requires texture for shader post-processing // shader: requires texture for shader post-processing
bool use_texture = (clip_children && !children->empty()) || cache_subtree || shader_enabled; bool use_texture = (clip_children && !children->empty()) || cache_subtree || (shader && shader->shader);
if (use_texture) { if (use_texture) {
// Enable RenderTexture if not already enabled // Enable RenderTexture if not already enabled
@ -138,8 +156,10 @@ void UIFrame::render(sf::Vector2f offset, sf::RenderTarget& target)
// Clear the RenderTexture // Clear the RenderTexture
render_texture->clear(sf::Color::Transparent); render_texture->clear(sf::Color::Transparent);
// Draw the frame box to RenderTexture // Draw the frame box to RenderTexture (without rotation - that's applied to the final sprite)
box.setPosition(0, 0); // Render at origin in texture box.setPosition(0, 0); // Render at origin in texture
box.setOrigin(0, 0); // No origin offset in texture
box.setRotation(0); // No rotation in texture
render_texture->draw(box); render_texture->draw(box);
// Sort children by z_index if needed // Sort children by z_index if needed
@ -170,13 +190,23 @@ void UIFrame::render(sf::Vector2f offset, sf::RenderTarget& target)
// Use `position` instead of box.getPosition() - box was set to (0,0) for texture rendering // Use `position` instead of box.getPosition() - box was set to (0,0) for texture rendering
render_sprite.setPosition(offset + position); render_sprite.setPosition(offset + position);
// #106 POC: Apply shader if enabled // Apply rotation to the rendered sprite (children rotate with parent)
if (shader_enabled && shader) { render_sprite.setOrigin(origin);
// Update time uniform for animated effects render_sprite.setRotation(rotation);
static sf::Clock shader_clock;
shader->setUniform("time", shader_clock.getElapsedTime().asSeconds()); // #106: Apply shader if set
shader->setUniform("texture", sf::Shader::CurrentTexture); if (shader && shader->shader) {
target.draw(render_sprite, shader.get()); // Apply engine uniforms (time, resolution, mouse, texture)
sf::Vector2f resolution(render_sprite.getLocalBounds().width,
render_sprite.getLocalBounds().height);
PyShader::applyEngineUniforms(*shader->shader, resolution);
// Apply user-defined uniforms
if (uniforms) {
uniforms->applyTo(*shader->shader);
}
target.draw(render_sprite, shader->shader.get());
} else { } else {
target.draw(render_sprite); target.draw(render_sprite);
} }
@ -185,6 +215,8 @@ void UIFrame::render(sf::Vector2f offset, sf::RenderTarget& target)
// Standard rendering without caching // Standard rendering without caching
// Restore box position from `position` - may have been set to (0,0) by previous texture render // Restore box position from `position` - may have been set to (0,0) by previous texture render
box.setPosition(offset + position); box.setPosition(offset + position);
box.setOrigin(origin);
box.setRotation(rotation);
target.draw(box); target.draw(box);
box.setPosition(position); // Restore to canonical position box.setPosition(position); // Restore to canonical position
@ -197,6 +229,9 @@ void UIFrame::render(sf::Vector2f offset, sf::RenderTarget& target)
children_need_sort = false; children_need_sort = false;
} }
// Render children - note: in non-texture mode, children don't automatically
// rotate with parent. Use clip_children=True or cache_subtree=True if you need
// children to rotate with the frame.
for (auto drawable : *children) { for (auto drawable : *children) {
drawable->render(offset + position, target); // Use `position` as source of truth drawable->render(offset + position, target); // Use `position` as source of truth
} }
@ -462,87 +497,6 @@ int UIFrame::set_cache_subtree(PyUIFrameObject* self, PyObject* value, void* clo
} }
// #106 - Shader POC: shader_enabled property // #106 - Shader POC: shader_enabled property
PyObject* UIFrame::get_shader_enabled(PyUIFrameObject* self, void* closure)
{
return PyBool_FromLong(self->data->shader_enabled);
}
int UIFrame::set_shader_enabled(PyUIFrameObject* self, PyObject* value, void* closure)
{
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "shader_enabled must be a boolean");
return -1;
}
bool new_shader = PyObject_IsTrue(value);
if (new_shader != self->data->shader_enabled) {
self->data->shader_enabled = new_shader;
if (new_shader) {
// Initialize the test shader if not already done
if (!self->data->shader) {
self->data->initializeTestShader();
}
// Shader requires RenderTexture - enable it
auto size = self->data->box.getSize();
if (size.x > 0 && size.y > 0) {
self->data->enableRenderTexture(static_cast<unsigned int>(size.x),
static_cast<unsigned int>(size.y));
}
}
// Note: we don't disable RenderTexture when shader disabled -
// clip_children or cache_subtree may still need it
self->data->markDirty();
}
return 0;
}
// #106 - Initialize test shader (hardcoded glow/brightness effect)
void UIFrame::initializeTestShader()
{
// Check if shaders are available
if (!sf::Shader::isAvailable()) {
std::cerr << "Shaders are not available on this system!" << std::endl;
return;
}
shader = std::make_unique<sf::Shader>();
// Simple color inversion + wave distortion shader for POC
// This makes it obvious the shader is working
const std::string fragmentShader = R"(
uniform sampler2D texture;
uniform float time;
void main() {
vec2 uv = gl_TexCoord[0].xy;
// Subtle wave distortion based on time
uv.x += sin(uv.y * 10.0 + time * 2.0) * 0.01;
uv.y += cos(uv.x * 10.0 + time * 2.0) * 0.01;
vec4 color = texture2D(texture, uv);
// Glow effect: boost brightness and add slight color shift
float glow = 0.2 + 0.1 * sin(time * 3.0);
color.rgb = color.rgb * (1.0 + glow);
// Slight hue shift for visual interest
color.r += 0.1 * sin(time);
color.b += 0.1 * cos(time);
gl_FragColor = color;
}
)";
if (!shader->loadFromMemory(fragmentShader, sf::Shader::Fragment)) {
std::cerr << "Failed to load test shader!" << std::endl;
shader.reset();
}
}
// Define the PyObjectType alias for the macros // Define the PyObjectType alias for the macros
typedef PyUIFrameObject PyObjectType; typedef PyUIFrameObject PyObjectType;
@ -581,10 +535,11 @@ PyGetSetDef UIFrame::getsetters[] = {
{"grid_size", (getter)UIDrawable::get_grid_size, (setter)UIDrawable::set_grid_size, "Size in grid tile coordinates (only when parent is Grid)", (void*)PyObjectsEnum::UIFRAME}, {"grid_size", (getter)UIDrawable::get_grid_size, (setter)UIDrawable::set_grid_size, "Size in grid tile coordinates (only when parent is Grid)", (void*)PyObjectsEnum::UIFRAME},
{"clip_children", (getter)UIFrame::get_clip_children, (setter)UIFrame::set_clip_children, "Whether to clip children to frame bounds", NULL}, {"clip_children", (getter)UIFrame::get_clip_children, (setter)UIFrame::set_clip_children, "Whether to clip children to frame bounds", NULL},
{"cache_subtree", (getter)UIFrame::get_cache_subtree, (setter)UIFrame::set_cache_subtree, "#144: Cache subtree rendering to texture for performance", NULL}, {"cache_subtree", (getter)UIFrame::get_cache_subtree, (setter)UIFrame::set_cache_subtree, "#144: Cache subtree rendering to texture for performance", NULL},
{"shader_enabled", (getter)UIFrame::get_shader_enabled, (setter)UIFrame::set_shader_enabled, "#106 POC: Enable test shader effect", NULL},
UIDRAWABLE_GETSETTERS, UIDRAWABLE_GETSETTERS,
UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UIFRAME), UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UIFRAME),
UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UIFRAME), UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UIFRAME),
UIDRAWABLE_SHADER_GETSETTERS(PyObjectsEnum::UIFRAME),
UIDRAWABLE_ROTATION_GETSETTERS(PyObjectsEnum::UIFRAME),
{NULL} {NULL}
}; };
@ -929,6 +884,25 @@ bool UIFrame::setProperty(const std::string& name, float value) {
box.setOutlineColor(color); box.setOutlineColor(color);
markDirty(); markDirty();
return true; return true;
} else if (name == "rotation") {
rotation = value;
box.setRotation(rotation);
markDirty();
return true;
} else if (name == "origin_x") {
origin.x = value;
box.setOrigin(origin);
markDirty();
return true;
} else if (name == "origin_y") {
origin.y = value;
box.setOrigin(origin);
markDirty();
return true;
}
// #106: Check for shader uniform properties
if (setShaderProperty(name, value)) {
return true;
} }
return false; return false;
} }
@ -961,6 +935,11 @@ bool UIFrame::setProperty(const std::string& name, const sf::Vector2f& value) {
} }
markDirty(); markDirty();
return true; return true;
} else if (name == "origin") {
origin = value;
box.setOrigin(origin);
markDirty();
return true;
} }
return false; return false;
} }
@ -1005,6 +984,19 @@ bool UIFrame::getProperty(const std::string& name, float& value) const {
} else if (name == "outline_color.a") { } else if (name == "outline_color.a") {
value = box.getOutlineColor().a; value = box.getOutlineColor().a;
return true; return true;
} else if (name == "rotation") {
value = rotation;
return true;
} else if (name == "origin_x") {
value = origin.x;
return true;
} else if (name == "origin_y") {
value = origin.y;
return true;
}
// #106: Check for shader uniform properties
if (getShaderProperty(name, value)) {
return true;
} }
return false; return false;
} }
@ -1027,6 +1019,9 @@ bool UIFrame::getProperty(const std::string& name, sf::Vector2f& value) const {
} else if (name == "size") { } else if (name == "size") {
value = box.getSize(); value = box.getSize();
return true; return true;
} else if (name == "origin") {
value = origin;
return true;
} }
return false; return false;
} }
@ -1038,7 +1033,8 @@ bool UIFrame::hasProperty(const std::string& name) const {
name == "fill_color.r" || name == "fill_color.g" || name == "fill_color.r" || name == "fill_color.g" ||
name == "fill_color.b" || name == "fill_color.a" || name == "fill_color.b" || name == "fill_color.a" ||
name == "outline_color.r" || name == "outline_color.g" || name == "outline_color.r" || name == "outline_color.g" ||
name == "outline_color.b" || name == "outline_color.a") { name == "outline_color.b" || name == "outline_color.a" ||
name == "rotation" || name == "origin_x" || name == "origin_y") {
return true; return true;
} }
// Color properties // Color properties
@ -1046,7 +1042,11 @@ bool UIFrame::hasProperty(const std::string& name) const {
return true; return true;
} }
// Vector2f properties // Vector2f properties
if (name == "position" || name == "size") { if (name == "position" || name == "size" || name == "origin") {
return true;
}
// #106: Check for shader uniform properties
if (hasShaderProperty(name)) {
return true; return true;
} }
return false; return false;

View file

@ -33,10 +33,6 @@ public:
bool clip_children = false; // Whether to clip children to frame bounds bool clip_children = false; // Whether to clip children to frame bounds
bool cache_subtree = false; // #144: Whether to cache subtree rendering to texture bool cache_subtree = false; // #144: Whether to cache subtree rendering to texture
// Shader POC (#106)
std::unique_ptr<sf::Shader> shader;
bool shader_enabled = false;
void initializeTestShader(); // Load hardcoded test shader
void render(sf::Vector2f, sf::RenderTarget&) override final; void render(sf::Vector2f, sf::RenderTarget&) override final;
void move(sf::Vector2f); void move(sf::Vector2f);
PyObjectsEnum derived_type() override final; PyObjectsEnum derived_type() override final;
@ -60,8 +56,6 @@ public:
static int set_clip_children(PyUIFrameObject* self, PyObject* value, void* closure); static int set_clip_children(PyUIFrameObject* self, PyObject* value, void* closure);
static PyObject* get_cache_subtree(PyUIFrameObject* self, void* closure); static PyObject* get_cache_subtree(PyUIFrameObject* self, void* closure);
static int set_cache_subtree(PyUIFrameObject* self, PyObject* value, void* closure); static int set_cache_subtree(PyUIFrameObject* self, PyObject* value, void* closure);
static PyObject* get_shader_enabled(PyUIFrameObject* self, void* closure);
static int set_shader_enabled(PyUIFrameObject* self, PyObject* value, void* closure);
static PyGetSetDef getsetters[]; static PyGetSetDef getsetters[];
static PyObject* repr(PyUIFrameObject* self); static PyObject* repr(PyUIFrameObject* self);
static int init(PyUIFrameObject* self, PyObject* args, PyObject* kwds); static int init(PyUIFrameObject* self, PyObject* args, PyObject* kwds);

View file

@ -11,6 +11,8 @@
#include "PyPositionHelper.h" // For standardized position argument parsing #include "PyPositionHelper.h" // For standardized position argument parsing
#include "PyVector.h" // #179, #181 - For Vector return types #include "PyVector.h" // #179, #181 - For Vector return types
#include "PyHeightMap.h" // #199 - HeightMap application methods #include "PyHeightMap.h" // #199 - HeightMap application methods
#include "PyShader.h" // #106: Shader support
#include "PyUniformCollection.h" // #106: Uniform collection support
#include <algorithm> #include <algorithm>
#include <cmath> // #142 - for std::floor, std::isnan #include <cmath> // #142 - for std::floor, std::isnan
#include <cstring> // #150 - for strcmp #include <cstring> // #150 - for strcmp
@ -143,28 +145,59 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
// TODO: Apply opacity to output sprite // TODO: Apply opacity to output sprite
output.setPosition(box.getPosition() + offset); // output sprite can move; update position when drawing
// output size can change; update size when drawing
output.setTextureRect(
sf::IntRect(0, 0,
box.getSize().x, box.getSize().y));
renderTexture.clear(fill_color);
// Get cell dimensions - use texture if available, otherwise defaults // Get cell dimensions - use texture if available, otherwise defaults
int cell_width = ptex ? ptex->sprite_width : DEFAULT_CELL_WIDTH; int cell_width = ptex ? ptex->sprite_width : DEFAULT_CELL_WIDTH;
int cell_height = ptex ? ptex->sprite_height : DEFAULT_CELL_HEIGHT; int cell_height = ptex ? ptex->sprite_height : DEFAULT_CELL_HEIGHT;
// sprites that are visible according to zoom, center_x, center_y, and box width // Determine if we need camera rotation handling
bool has_camera_rotation = (camera_rotation != 0.0f);
float grid_w_px = box.getSize().x;
float grid_h_px = box.getSize().y;
// Calculate AABB for rotated view (if camera rotation is active)
float rad = camera_rotation * (M_PI / 180.0f);
float cos_r = std::cos(rad);
float sin_r = std::sin(rad);
float abs_cos = std::abs(cos_r);
float abs_sin = std::abs(sin_r);
// AABB dimensions of the rotated viewport
float aabb_w = grid_w_px * abs_cos + grid_h_px * abs_sin;
float aabb_h = grid_w_px * abs_sin + grid_h_px * abs_cos;
// Choose which texture to render to
sf::RenderTexture* activeTexture = &renderTexture;
if (has_camera_rotation) {
// Ensure rotation texture is large enough
unsigned int needed_size = static_cast<unsigned int>(std::max(aabb_w, aabb_h) + 1);
if (rotationTextureSize < needed_size) {
rotationTexture.create(needed_size, needed_size);
rotationTextureSize = needed_size;
}
activeTexture = &rotationTexture;
activeTexture->clear(fill_color);
} else {
output.setPosition(box.getPosition() + offset);
output.setTextureRect(sf::IntRect(0, 0, grid_w_px, grid_h_px));
renderTexture.clear(fill_color);
}
// Calculate visible tile range
// For camera rotation, use AABB dimensions; otherwise use grid dimensions
float render_w = has_camera_rotation ? aabb_w : grid_w_px;
float render_h = has_camera_rotation ? aabb_h : grid_h_px;
float center_x_sq = center_x / cell_width; float center_x_sq = center_x / cell_width;
float center_y_sq = center_y / cell_height; float center_y_sq = center_y / cell_height;
float width_sq = box.getSize().x / (cell_width * zoom); float width_sq = render_w / (cell_width * zoom);
float height_sq = box.getSize().y / (cell_height * zoom); float height_sq = render_h / (cell_height * zoom);
float left_edge = center_x_sq - (width_sq / 2.0); float left_edge = center_x_sq - (width_sq / 2.0);
float top_edge = center_y_sq - (height_sq / 2.0); float top_edge = center_y_sq - (height_sq / 2.0);
int left_spritepixels = center_x - (box.getSize().x / 2.0 / zoom); int left_spritepixels = center_x - (render_w / 2.0 / zoom);
int top_spritepixels = center_y - (box.getSize().y / 2.0 / zoom); int top_spritepixels = center_y - (render_h / 2.0 / zoom);
int x_limit = left_edge + width_sq + 2; int x_limit = left_edge + width_sq + 2;
if (x_limit > grid_w) x_limit = grid_w; if (x_limit > grid_w) x_limit = grid_w;
@ -177,7 +210,7 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
sortLayers(); sortLayers();
for (auto& layer : layers) { for (auto& layer : layers) {
if (layer->z_index >= 0) break; // Stop at layers that go above entities if (layer->z_index >= 0) break; // Stop at layers that go above entities
layer->render(renderTexture, left_spritepixels, top_spritepixels, layer->render(*activeTexture, left_spritepixels, top_spritepixels,
left_edge, top_edge, x_limit, y_limit, zoom, cell_width, cell_height); left_edge, top_edge, x_limit, y_limit, zoom, cell_width, cell_height);
} }
@ -203,9 +236,7 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
auto pixel_pos = sf::Vector2f( auto pixel_pos = sf::Vector2f(
(e->position.x*cell_width - left_spritepixels) * zoom, (e->position.x*cell_width - left_spritepixels) * zoom,
(e->position.y*cell_height - top_spritepixels) * zoom ); (e->position.y*cell_height - top_spritepixels) * zoom );
//drawent.setPosition(pixel_pos); drawent.render(pixel_pos, *activeTexture);
//renderTexture.draw(drawent);
drawent.render(pixel_pos, renderTexture);
entitiesRendered++; entitiesRendered++;
} }
@ -218,7 +249,7 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
// #147 - Render dynamic layers with z_index >= 0 (above entities) // #147 - Render dynamic layers with z_index >= 0 (above entities)
for (auto& layer : layers) { for (auto& layer : layers) {
if (layer->z_index < 0) continue; // Skip layers below entities if (layer->z_index < 0) continue; // Skip layers below entities
layer->render(renderTexture, left_spritepixels, top_spritepixels, layer->render(*activeTexture, left_spritepixels, top_spritepixels,
left_edge, top_edge, x_limit, y_limit, zoom, cell_width, cell_height); left_edge, top_edge, x_limit, y_limit, zoom, cell_width, cell_height);
} }
@ -250,7 +281,7 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
(child->position.y - top_spritepixels) * zoom (child->position.y - top_spritepixels) * zoom
); );
child->render(pixel_pos, renderTexture); child->render(pixel_pos, *activeTexture);
} }
} }
@ -292,11 +323,11 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
if (!state.discovered) { if (!state.discovered) {
// Never seen - black // Never seen - black
overlay.setFillColor(sf::Color(0, 0, 0, 255)); overlay.setFillColor(sf::Color(0, 0, 0, 255));
renderTexture.draw(overlay); activeTexture->draw(overlay);
} else if (!state.visible) { } else if (!state.visible) {
// Discovered but not currently visible - dark gray // Discovered but not currently visible - dark gray
overlay.setFillColor(sf::Color(32, 32, 40, 192)); overlay.setFillColor(sf::Color(32, 32, 40, 192));
renderTexture.draw(overlay); activeTexture->draw(overlay);
} }
// If visible and discovered, no overlay (fully visible) // If visible and discovered, no overlay (fully visible)
} }
@ -322,7 +353,7 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
overlay.setPosition(pixel_pos); overlay.setPosition(pixel_pos);
overlay.setFillColor(sf::Color(0, 0, 0, 255)); overlay.setFillColor(sf::Color(0, 0, 0, 255));
renderTexture.draw(overlay); activeTexture->draw(overlay);
} }
} }
} }
@ -349,11 +380,66 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
renderTexture.draw(lineb, 2, sf::Lines); renderTexture.draw(lineb, 2, sf::Lines);
*/ */
// render to window // Finalize the active texture
renderTexture.display(); activeTexture->display();
//Resources::game->getWindow().draw(output);
target.draw(output);
// If camera rotation was used, rotate and blit to the grid's renderTexture
if (has_camera_rotation) {
// Clear the final renderTexture with fill color
renderTexture.clear(fill_color);
// Create sprite from the larger rotated texture
sf::Sprite rotatedSprite(rotationTexture.getTexture());
// Set origin to center of the rendered content
float tex_center_x = aabb_w / 2.0f;
float tex_center_y = aabb_h / 2.0f;
rotatedSprite.setOrigin(tex_center_x, tex_center_y);
// Apply rotation
rotatedSprite.setRotation(camera_rotation);
// Position so the rotated center lands at the viewport center
rotatedSprite.setPosition(grid_w_px / 2.0f, grid_h_px / 2.0f);
// Set texture rect to only use the AABB portion (texture may be larger)
rotatedSprite.setTextureRect(sf::IntRect(0, 0, static_cast<int>(aabb_w), static_cast<int>(aabb_h)));
// Draw to the grid's renderTexture (which clips to grid bounds)
renderTexture.draw(rotatedSprite);
renderTexture.display();
// Set up output sprite
output.setPosition(box.getPosition() + offset);
output.setTextureRect(sf::IntRect(0, 0, grid_w_px, grid_h_px));
}
// Apply viewport rotation (UIDrawable::rotation) to the entire grid widget
if (rotation != 0.0f) {
output.setOrigin(origin);
output.setRotation(rotation);
// Adjust position to account for origin offset
output.setPosition(box.getPosition() + offset + origin);
} else {
output.setOrigin(0, 0);
output.setRotation(0);
// Position already set above
}
// #106: Apply shader if set
if (shader && shader->shader) {
sf::Vector2f resolution(box.getSize().x, box.getSize().y);
PyShader::applyEngineUniforms(*shader->shader, resolution);
// Apply user uniforms
if (uniforms) {
uniforms->applyTo(*shader->shader);
}
target.draw(output, shader->shader.get());
} else {
target.draw(output);
}
} }
UIGridPoint& UIGrid::at(int x, int y) UIGridPoint& UIGrid::at(int x, int y)
@ -1032,6 +1118,8 @@ PyObject* UIGrid::get_float_member(PyUIGridObject* self, void* closure)
return PyFloat_FromDouble(self->data->center_y); return PyFloat_FromDouble(self->data->center_y);
else if (member_ptr == 6) // zoom else if (member_ptr == 6) // zoom
return PyFloat_FromDouble(self->data->zoom); return PyFloat_FromDouble(self->data->zoom);
else if (member_ptr == 7) // camera_rotation
return PyFloat_FromDouble(self->data->camera_rotation);
else else
{ {
PyErr_SetString(PyExc_AttributeError, "Invalid attribute"); PyErr_SetString(PyExc_AttributeError, "Invalid attribute");
@ -1086,6 +1174,8 @@ int UIGrid::set_float_member(PyUIGridObject* self, PyObject* value, void* closur
self->data->center_y = val; self->data->center_y = val;
else if (member_ptr == 6) // zoom else if (member_ptr == 6) // zoom
self->data->zoom = val; self->data->zoom = val;
else if (member_ptr == 7) // camera_rotation
self->data->camera_rotation = val;
return 0; return 0;
} }
// TODO (7DRL Day 2, item 5.) return Texture object // TODO (7DRL Day 2, item 5.) return Texture object
@ -2192,6 +2282,7 @@ PyGetSetDef UIGrid::getsetters[] = {
{"center_x", (getter)UIGrid::get_float_member, (setter)UIGrid::set_float_member, "center of the view X-coordinate", (void*)4}, {"center_x", (getter)UIGrid::get_float_member, (setter)UIGrid::set_float_member, "center of the view X-coordinate", (void*)4},
{"center_y", (getter)UIGrid::get_float_member, (setter)UIGrid::set_float_member, "center of the view Y-coordinate", (void*)5}, {"center_y", (getter)UIGrid::get_float_member, (setter)UIGrid::set_float_member, "center of the view Y-coordinate", (void*)5},
{"zoom", (getter)UIGrid::get_float_member, (setter)UIGrid::set_float_member, "zoom factor for displaying the Grid", (void*)6}, {"zoom", (getter)UIGrid::get_float_member, (setter)UIGrid::set_float_member, "zoom factor for displaying the Grid", (void*)6},
{"camera_rotation", (getter)UIGrid::get_float_member, (setter)UIGrid::set_float_member, "Rotation of grid contents around camera center (degrees). The grid widget stays axis-aligned; only the view into the world rotates.", (void*)7},
{"on_click", (getter)UIDrawable::get_click, (setter)UIDrawable::set_click, {"on_click", (getter)UIDrawable::get_click, (setter)UIDrawable::set_click,
MCRF_PROPERTY(on_click, MCRF_PROPERTY(on_click,
@ -2223,6 +2314,7 @@ PyGetSetDef UIGrid::getsetters[] = {
UIDRAWABLE_GETSETTERS, UIDRAWABLE_GETSETTERS,
UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UIGRID), UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UIGRID),
UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UIGRID), UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UIGRID),
UIDRAWABLE_ROTATION_GETSETTERS(PyObjectsEnum::UIGRID),
// #142 - Grid cell mouse events // #142 - Grid cell mouse events
{"on_cell_enter", (getter)UIGrid::get_on_cell_enter, (setter)UIGrid::set_on_cell_enter, {"on_cell_enter", (getter)UIGrid::get_on_cell_enter, (setter)UIGrid::set_on_cell_enter,
"Callback when mouse enters a grid cell. Called with (cell_pos: Vector).", NULL}, "Callback when mouse enters a grid cell. Called with (cell_pos: Vector).", NULL},
@ -2232,6 +2324,7 @@ PyGetSetDef UIGrid::getsetters[] = {
"Callback when a grid cell is clicked. Called with (cell_pos: Vector).", NULL}, "Callback when a grid cell is clicked. Called with (cell_pos: Vector).", NULL},
{"hovered_cell", (getter)UIGrid::get_hovered_cell, NULL, {"hovered_cell", (getter)UIGrid::get_hovered_cell, NULL,
"Currently hovered cell as (x, y) tuple, or None if not hovering.", NULL}, "Currently hovered cell as (x, y) tuple, or None if not hovering.", NULL},
UIDRAWABLE_SHADER_GETSETTERS(PyObjectsEnum::UIGRID),
{NULL} /* Sentinel */ {NULL} /* Sentinel */
}; };
@ -2492,6 +2585,26 @@ bool UIGrid::setProperty(const std::string& name, float value) {
markDirty(); // #144 - View change affects content markDirty(); // #144 - View change affects content
return true; return true;
} }
else if (name == "camera_rotation") {
camera_rotation = value;
markDirty(); // View rotation affects content
return true;
}
else if (name == "rotation") {
rotation = value;
markCompositeDirty(); // Viewport rotation doesn't affect internal content
return true;
}
else if (name == "origin_x") {
origin.x = value;
markCompositeDirty();
return true;
}
else if (name == "origin_y") {
origin.y = value;
markCompositeDirty();
return true;
}
else if (name == "z_index") { else if (name == "z_index") {
z_index = static_cast<int>(value); z_index = static_cast<int>(value);
markDirty(); // #144 - Z-order change affects parent markDirty(); // #144 - Z-order change affects parent
@ -2517,6 +2630,10 @@ bool UIGrid::setProperty(const std::string& name, float value) {
markDirty(); // #144 - Content change markDirty(); // #144 - Content change
return true; return true;
} }
// #106: Shader uniform properties
if (setShaderProperty(name, value)) {
return true;
}
return false; return false;
} }
@ -2540,6 +2657,11 @@ bool UIGrid::setProperty(const std::string& name, const sf::Vector2f& value) {
markDirty(); // #144 - View change affects content markDirty(); // #144 - View change affects content
return true; return true;
} }
else if (name == "origin") {
origin = value;
markCompositeDirty();
return true;
}
return false; return false;
} }
@ -2572,6 +2694,22 @@ bool UIGrid::getProperty(const std::string& name, float& value) const {
value = zoom; value = zoom;
return true; return true;
} }
else if (name == "camera_rotation") {
value = camera_rotation;
return true;
}
else if (name == "rotation") {
value = rotation;
return true;
}
else if (name == "origin_x") {
value = origin.x;
return true;
}
else if (name == "origin_y") {
value = origin.y;
return true;
}
else if (name == "z_index") { else if (name == "z_index") {
value = static_cast<float>(z_index); value = static_cast<float>(z_index);
return true; return true;
@ -2592,6 +2730,10 @@ bool UIGrid::getProperty(const std::string& name, float& value) const {
value = static_cast<float>(fill_color.a); value = static_cast<float>(fill_color.a);
return true; return true;
} }
// #106: Shader uniform properties
if (getShaderProperty(name, value)) {
return true;
}
return false; return false;
} }
@ -2608,6 +2750,10 @@ bool UIGrid::getProperty(const std::string& name, sf::Vector2f& value) const {
value = sf::Vector2f(center_x, center_y); value = sf::Vector2f(center_x, center_y);
return true; return true;
} }
else if (name == "origin") {
value = origin;
return true;
}
return false; return false;
} }
@ -2616,13 +2762,18 @@ bool UIGrid::hasProperty(const std::string& name) const {
if (name == "x" || name == "y" || if (name == "x" || name == "y" ||
name == "w" || name == "h" || name == "width" || name == "height" || name == "w" || name == "h" || name == "width" || name == "height" ||
name == "center_x" || name == "center_y" || name == "zoom" || name == "center_x" || name == "center_y" || name == "zoom" ||
name == "z_index" || name == "camera_rotation" || name == "rotation" ||
name == "origin_x" || name == "origin_y" || name == "z_index" ||
name == "fill_color.r" || name == "fill_color.g" || name == "fill_color.r" || name == "fill_color.g" ||
name == "fill_color.b" || name == "fill_color.a") { name == "fill_color.b" || name == "fill_color.a") {
return true; return true;
} }
// Vector2f properties // Vector2f properties
if (name == "position" || name == "size" || name == "center") { if (name == "position" || name == "size" || name == "center" || name == "origin") {
return true;
}
// #106: Shader uniform properties
if (hasShaderProperty(name)) {
return true; return true;
} }
return false; return false;

View file

@ -79,11 +79,16 @@ public:
//int grid_size; // grid sizes are implied by IndexTexture now //int grid_size; // grid sizes are implied by IndexTexture now
sf::RectangleShape box; sf::RectangleShape box;
float center_x, center_y, zoom; float center_x, center_y, zoom;
float camera_rotation = 0.0f; // Rotation of grid contents around camera center (degrees)
//IndexTexture* itex; //IndexTexture* itex;
std::shared_ptr<PyTexture> getTexture(); std::shared_ptr<PyTexture> getTexture();
sf::Sprite sprite, output; sf::Sprite sprite, output;
sf::RenderTexture renderTexture; sf::RenderTexture renderTexture;
// Intermediate texture for camera_rotation (larger than viewport to hold rotated content)
sf::RenderTexture rotationTexture;
unsigned int rotationTextureSize = 0; // Track current allocation size
// #123 - Chunk-based storage for large grid support // #123 - Chunk-based storage for large grid support
std::unique_ptr<ChunkManager> chunk_manager; std::unique_ptr<ChunkManager> chunk_manager;
// Legacy flat storage (kept for small grids or compatibility) // Legacy flat storage (kept for small grids or compatibility)
@ -181,6 +186,8 @@ public:
// py_clear_dijkstra_maps -> UIGridPathfinding::Grid_clear_dijkstra_maps // py_clear_dijkstra_maps -> UIGridPathfinding::Grid_clear_dijkstra_maps
static PyObject* py_entities_in_radius(PyUIGridObject* self, PyObject* args, PyObject* kwds); // #115 static PyObject* py_entities_in_radius(PyUIGridObject* self, PyObject* args, PyObject* kwds); // #115
static PyObject* py_center_camera(PyUIGridObject* self, PyObject* args); // #169 static PyObject* py_center_camera(PyUIGridObject* self, PyObject* args); // #169
static PyObject* get_camera_rotation(PyUIGridObject* self, void* closure);
static int set_camera_rotation(PyUIGridObject* self, PyObject* value, void* closure);
// #199 - HeightMap application methods // #199 - HeightMap application methods
static PyObject* py_apply_threshold(PyUIGridObject* self, PyObject* args, PyObject* kwds); static PyObject* py_apply_threshold(PyUIGridObject* self, PyObject* args, PyObject* kwds);

View file

@ -134,6 +134,10 @@ void UILine::render(sf::Vector2f offset, sf::RenderTarget& target) {
line_shape.setFillColor(render_color); line_shape.setFillColor(render_color);
line_shape.setOutlineThickness(0); line_shape.setOutlineThickness(0);
// Apply rotation around origin
line_shape.setOrigin(origin);
line_shape.setRotation(rotation);
target.draw(line_shape); target.draw(line_shape);
} }
@ -141,6 +145,22 @@ UIDrawable* UILine::click_at(sf::Vector2f point) {
// #184: Also check for Python subclass (might have on_click method) // #184: Also check for Python subclass (might have on_click method)
if (!click_callable && !is_python_subclass) return nullptr; if (!click_callable && !is_python_subclass) return nullptr;
// Transform click point to local coordinates accounting for rotation
sf::Vector2f localPoint;
if (rotation != 0.0f) {
// Build transform: rotate around origin
sf::Transform transform;
transform.translate(origin);
transform.rotate(rotation);
transform.translate(-origin);
// Apply inverse transform to get local coordinates
sf::Transform inverse = transform.getInverse();
localPoint = inverse.transformPoint(point);
} else {
localPoint = point;
}
// Check if point is close enough to the line // Check if point is close enough to the line
// Using a simple bounding box check plus distance-to-line calculation // Using a simple bounding box check plus distance-to-line calculation
sf::FloatRect bounds = get_bounds(); sf::FloatRect bounds = get_bounds();
@ -149,11 +169,12 @@ UIDrawable* UILine::click_at(sf::Vector2f point) {
bounds.width += thickness * 2; bounds.width += thickness * 2;
bounds.height += thickness * 2; bounds.height += thickness * 2;
if (!bounds.contains(point)) return nullptr; // For rotated lines, skip the bounds check (it's an optimization, not required)
if (rotation == 0.0f && !bounds.contains(localPoint)) return nullptr;
// Calculate distance from point to line segment // Calculate distance from point to line segment
sf::Vector2f line_vec = end_pos - start_pos; sf::Vector2f line_vec = end_pos - start_pos;
sf::Vector2f point_vec = point - start_pos; sf::Vector2f point_vec = localPoint - start_pos;
float line_len_sq = line_vec.x * line_vec.x + line_vec.y * line_vec.y; float line_len_sq = line_vec.x * line_vec.x + line_vec.y * line_vec.y;
float t = 0.0f; float t = 0.0f;
@ -164,7 +185,7 @@ UIDrawable* UILine::click_at(sf::Vector2f point) {
} }
sf::Vector2f closest = start_pos + t * line_vec; sf::Vector2f closest = start_pos + t * line_vec;
sf::Vector2f diff = point - closest; sf::Vector2f diff = localPoint - closest;
float distance = std::sqrt(diff.x * diff.x + diff.y * diff.y); float distance = std::sqrt(diff.x * diff.x + diff.y * diff.y);
// Click is valid if within thickness + some margin // Click is valid if within thickness + some margin
@ -248,6 +269,21 @@ bool UILine::setProperty(const std::string& name, float value) {
markDirty(); // #144 - Content change markDirty(); // #144 - Content change
return true; return true;
} }
else if (name == "rotation") {
rotation = value;
markDirty();
return true;
}
else if (name == "origin_x") {
origin.x = value;
markDirty();
return true;
}
else if (name == "origin_y") {
origin.y = value;
markDirty();
return true;
}
return false; return false;
} }
@ -306,6 +342,18 @@ bool UILine::getProperty(const std::string& name, float& value) const {
value = end_pos.y; value = end_pos.y;
return true; return true;
} }
else if (name == "rotation") {
value = rotation;
return true;
}
else if (name == "origin_x") {
value = origin.x;
return true;
}
else if (name == "origin_y") {
value = origin.y;
return true;
}
return false; return false;
} }
@ -333,7 +381,8 @@ bool UILine::hasProperty(const std::string& name) const {
// Float properties // Float properties
if (name == "thickness" || name == "x" || name == "y" || if (name == "thickness" || name == "x" || name == "y" ||
name == "start_x" || name == "start_y" || name == "start_x" || name == "start_y" ||
name == "end_x" || name == "end_y") { name == "end_x" || name == "end_y" ||
name == "rotation" || name == "origin_x" || name == "origin_y") {
return true; return true;
} }
// Color properties // Color properties
@ -341,7 +390,7 @@ bool UILine::hasProperty(const std::string& name) const {
return true; return true;
} }
// Vector2f properties // Vector2f properties
if (name == "start" || name == "end") { if (name == "start" || name == "end" || name == "origin") {
return true; return true;
} }
return false; return false;
@ -469,6 +518,7 @@ PyGetSetDef UILine::getsetters[] = {
UIDRAWABLE_GETSETTERS, UIDRAWABLE_GETSETTERS,
UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UILINE), UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UILINE),
UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UILINE), UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UILINE),
UIDRAWABLE_ROTATION_GETSETTERS(PyObjectsEnum::UILINE),
{NULL} {NULL}
}; };

View file

@ -4,16 +4,43 @@
#include "PythonObjectCache.h" #include "PythonObjectCache.h"
#include "UIFrame.h" // #144: For snapshot= parameter #include "UIFrame.h" // #144: For snapshot= parameter
#include "PyAlignment.h" #include "PyAlignment.h"
#include "PyShader.h" // #106: Shader support
#include "PyUniformCollection.h" // #106: Uniform collection support
// UIDrawable methods now in UIBase.h // UIDrawable methods now in UIBase.h
UIDrawable* UISprite::click_at(sf::Vector2f point) UIDrawable* UISprite::click_at(sf::Vector2f point)
{ {
// #184: Also check for Python subclass (might have on_click method) // #184: Also check for Python subclass (might have on_click method)
if (click_callable || is_python_subclass) if (!click_callable && !is_python_subclass) return nullptr;
{
if(sprite.getGlobalBounds().contains(point)) return this; // Get sprite dimensions from local bounds
sf::FloatRect localBounds = sprite.getLocalBounds();
float w = localBounds.width * sprite.getScale().x;
float h = localBounds.height * sprite.getScale().y;
// Transform click point to local coordinates accounting for rotation
sf::Vector2f localPoint;
if (rotation != 0.0f) {
// Build transform: translate to position, then rotate around origin
sf::Transform transform;
transform.translate(position);
transform.translate(origin);
transform.rotate(rotation);
transform.translate(-origin);
// Apply inverse transform to get local coordinates
sf::Transform inverse = transform.getInverse();
localPoint = inverse.transformPoint(point);
} else {
// No rotation - simple subtraction
localPoint = point - position;
} }
return NULL;
// Check if local point is within bounds (0,0 to w,h in local space)
if (localPoint.x >= 0 && localPoint.y >= 0 && localPoint.x < w && localPoint.y < h) {
return this;
}
return nullptr;
} }
UISprite::UISprite() UISprite::UISprite()
@ -87,9 +114,47 @@ void UISprite::render(sf::Vector2f offset, sf::RenderTarget& target)
color.a = static_cast<sf::Uint8>(255 * opacity); color.a = static_cast<sf::Uint8>(255 * opacity);
sprite.setColor(color); sprite.setColor(color);
sprite.move(offset); // Apply rotation and origin
target.draw(sprite); sprite.setOrigin(origin);
sprite.move(-offset); sprite.setRotation(rotation);
// #106: Shader rendering path
if (shader && shader->shader) {
// Get the sprite bounds for rendering
auto bounds = sprite.getGlobalBounds();
sf::Vector2f screen_pos = offset + position;
// Get or create intermediate texture
auto& intermediate = GameEngine::getShaderIntermediate();
intermediate.clear(sf::Color::Transparent);
// Render sprite at origin in intermediate texture
sf::Sprite temp_sprite = sprite;
temp_sprite.setPosition(0, 0); // Render at origin of intermediate texture
intermediate.draw(temp_sprite);
intermediate.display();
// Create result sprite from intermediate texture
sf::Sprite result_sprite(intermediate.getTexture());
result_sprite.setPosition(screen_pos);
// Apply engine uniforms
sf::Vector2f resolution(bounds.width, bounds.height);
PyShader::applyEngineUniforms(*shader->shader, resolution);
// Apply user uniforms
if (uniforms) {
uniforms->applyTo(*shader->shader);
}
// Draw with shader
target.draw(result_sprite, shader->shader.get());
} else {
// Standard rendering path (no shader)
sprite.move(offset);
target.draw(sprite);
sprite.move(-offset);
}
// Restore original alpha // Restore original alpha
color.a = 255; color.a = 255;
@ -359,6 +424,8 @@ PyGetSetDef UISprite::getsetters[] = {
UIDRAWABLE_GETSETTERS, UIDRAWABLE_GETSETTERS,
UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UISPRITE), UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UISPRITE),
UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UISPRITE), UIDRAWABLE_ALIGNMENT_GETSETTERS(PyObjectsEnum::UISPRITE),
UIDRAWABLE_SHADER_GETSETTERS(PyObjectsEnum::UISPRITE),
UIDRAWABLE_ROTATION_GETSETTERS(PyObjectsEnum::UISPRITE),
{NULL} {NULL}
}; };
@ -591,6 +658,28 @@ bool UISprite::setProperty(const std::string& name, float value) {
markDirty(); // #144 - Z-order change affects parent markDirty(); // #144 - Z-order change affects parent
return true; return true;
} }
else if (name == "rotation") {
rotation = value;
sprite.setRotation(rotation);
markDirty();
return true;
}
else if (name == "origin_x") {
origin.x = value;
sprite.setOrigin(origin);
markDirty();
return true;
}
else if (name == "origin_y") {
origin.y = value;
sprite.setOrigin(origin);
markDirty();
return true;
}
// #106: Check for shader uniform properties
if (setShaderProperty(name, value)) {
return true;
}
return false; return false;
} }
@ -633,6 +722,22 @@ bool UISprite::getProperty(const std::string& name, float& value) const {
value = static_cast<float>(z_index); value = static_cast<float>(z_index);
return true; return true;
} }
else if (name == "rotation") {
value = rotation;
return true;
}
else if (name == "origin_x") {
value = origin.x;
return true;
}
else if (name == "origin_y") {
value = origin.y;
return true;
}
// #106: Check for shader uniform properties
if (getShaderProperty(name, value)) {
return true;
}
return false; return false;
} }
@ -652,12 +757,21 @@ bool UISprite::hasProperty(const std::string& name) const {
// Float properties // Float properties
if (name == "x" || name == "y" || if (name == "x" || name == "y" ||
name == "scale" || name == "scale_x" || name == "scale_y" || name == "scale" || name == "scale_x" || name == "scale_y" ||
name == "z_index") { name == "z_index" ||
name == "rotation" || name == "origin_x" || name == "origin_y") {
return true; return true;
} }
// Int properties // Int properties
if (name == "sprite_index" || name == "sprite_number") { if (name == "sprite_index" || name == "sprite_number") {
return true; return true;
} }
// Vector2f properties
if (name == "origin") {
return true;
}
// #106: Check for shader uniform properties
if (hasShaderProperty(name)) {
return true;
}
return false; return false;
} }

View file

@ -0,0 +1,86 @@
#!/usr/bin/env python3
"""Test UIGrid camera_rotation functionality"""
import mcrfpy
from mcrfpy import automation
import sys
# Create test scene
test_scene = mcrfpy.Scene("grid_rotation_test")
ui = test_scene.children
# Create background
bg = mcrfpy.Frame(pos=(0, 0), size=(800, 600), fill_color=mcrfpy.Color(30, 30, 40))
ui.append(bg)
# Create a grid with entities to visualize rotation
grid = mcrfpy.Grid(grid_size=(8, 8), pos=(50, 50), size=(300, 300))
grid.fill_color = mcrfpy.Color(60, 60, 80)
# Add some entities to visualize the rotation
for i in range(8):
entity = mcrfpy.Entity((i, 0)) # Top row
grid.entities.append(entity)
for i in range(1, 8):
entity = mcrfpy.Entity((0, i)) # Left column
grid.entities.append(entity)
# Apply camera rotation
grid.camera_rotation = 30.0 # 30 degree rotation
grid.center_camera((4, 4)) # Center on middle of grid
ui.append(grid)
# Create a second grid without rotation for comparison
grid2 = mcrfpy.Grid(grid_size=(8, 8), pos=(400, 50), size=(300, 300))
grid2.fill_color = mcrfpy.Color(60, 60, 80)
# Add same entities pattern
for i in range(8):
entity = mcrfpy.Entity((i, 0))
grid2.entities.append(entity)
for i in range(1, 8):
entity = mcrfpy.Entity((0, i))
grid2.entities.append(entity)
grid2.camera_rotation = 0.0 # No rotation
grid2.center_camera((4, 4))
ui.append(grid2)
# Labels
label1 = mcrfpy.Caption(text="Grid with camera_rotation=30", pos=(50, 20))
ui.append(label1)
label2 = mcrfpy.Caption(text="Grid with camera_rotation=0", pos=(400, 20))
ui.append(label2)
# Create a third grid with viewport rotation (different from camera rotation)
grid3 = mcrfpy.Grid(grid_size=(6, 6), pos=(175, 400), size=(200, 150))
grid3.fill_color = mcrfpy.Color(80, 60, 60)
# Add entities
for i in range(6):
entity = mcrfpy.Entity((i, 0))
grid3.entities.append(entity)
# Apply viewport rotation (entire grid rotates)
grid3.rotation = 15.0
grid3.origin = (100, 75) # Center origin for rotation
grid3.center_camera((3, 3))
ui.append(grid3)
label3 = mcrfpy.Caption(text="Grid with viewport rotation=15 (rotates entire widget)", pos=(100, 560))
ui.append(label3)
# Activate scene
mcrfpy.current_scene = test_scene
# Advance the game loop to render, then take screenshot
mcrfpy.step(0.1)
automation.screenshot("grid_camera_rotation_test.png")
print("Screenshot saved as grid_camera_rotation_test.png")
print("PASS")
sys.exit(0)

163
tests/unit/rotation_test.py Normal file
View file

@ -0,0 +1,163 @@
#!/usr/bin/env python3
"""Test rotation support for UIDrawable subclasses"""
import mcrfpy
import sys
def test_rotation_properties():
"""Test rotation, origin, rotate_with_camera properties on all UIDrawable types"""
print("Testing rotation properties on all UIDrawable types...")
# Test UIFrame
frame = mcrfpy.Frame(pos=(100, 100), size=(50, 50))
assert frame.rotation == 0.0, f"Frame default rotation should be 0, got {frame.rotation}"
frame.rotation = 45.0
assert frame.rotation == 45.0, f"Frame rotation should be 45, got {frame.rotation}"
# Test origin as Vector
frame.origin = (25, 25)
assert frame.origin.x == 25.0, f"Frame origin.x should be 25, got {frame.origin.x}"
assert frame.origin.y == 25.0, f"Frame origin.y should be 25, got {frame.origin.y}"
# Test rotate_with_camera
assert frame.rotate_with_camera == False, "Default rotate_with_camera should be False"
frame.rotate_with_camera = True
assert frame.rotate_with_camera == True, "rotate_with_camera should be True after setting"
print(" Frame: PASS")
# Test UISprite
sprite = mcrfpy.Sprite(pos=(100, 100))
assert sprite.rotation == 0.0, f"Sprite default rotation should be 0, got {sprite.rotation}"
sprite.rotation = 90.0
assert sprite.rotation == 90.0, f"Sprite rotation should be 90, got {sprite.rotation}"
sprite.origin = (8, 8)
assert sprite.origin.x == 8.0, f"Sprite origin.x should be 8, got {sprite.origin.x}"
print(" Sprite: PASS")
# Test UICaption
caption = mcrfpy.Caption(text="Test", pos=(100, 100))
assert caption.rotation == 0.0, f"Caption default rotation should be 0, got {caption.rotation}"
caption.rotation = -30.0
assert caption.rotation == -30.0, f"Caption rotation should be -30, got {caption.rotation}"
caption.origin = (0, 0)
assert caption.origin.x == 0.0, f"Caption origin.x should be 0, got {caption.origin.x}"
print(" Caption: PASS")
# Test UICircle
circle = mcrfpy.Circle(center=(100, 100), radius=25)
assert circle.rotation == 0.0, f"Circle default rotation should be 0, got {circle.rotation}"
circle.rotation = 180.0
assert circle.rotation == 180.0, f"Circle rotation should be 180, got {circle.rotation}"
print(" Circle: PASS")
# Test UILine
line = mcrfpy.Line(start=(0, 0), end=(100, 100))
assert line.rotation == 0.0, f"Line default rotation should be 0, got {line.rotation}"
line.rotation = 45.0
assert line.rotation == 45.0, f"Line rotation should be 45, got {line.rotation}"
print(" Line: PASS")
# Test UIArc
arc = mcrfpy.Arc(center=(100, 100), radius=50, start_angle=0, end_angle=90)
assert arc.rotation == 0.0, f"Arc default rotation should be 0, got {arc.rotation}"
arc.rotation = 270.0
assert arc.rotation == 270.0, f"Arc rotation should be 270, got {arc.rotation}"
print(" Arc: PASS")
print("All rotation property tests passed!")
return True
def test_rotation_animation():
"""Test that rotation can be animated"""
print("\nTesting rotation animation...")
frame = mcrfpy.Frame(pos=(100, 100), size=(50, 50))
frame.rotation = 0.0
# Test that animate method exists and accepts rotation
try:
frame.animate("rotation", 360.0, 1.0, mcrfpy.Easing.LINEAR)
print(" Animation started successfully")
except Exception as e:
print(f" Animation failed: {e}")
return False
# Test origin animation
try:
frame.animate("origin_x", 25.0, 0.5, mcrfpy.Easing.LINEAR)
frame.animate("origin_y", 25.0, 0.5, mcrfpy.Easing.LINEAR)
print(" Origin animation started successfully")
except Exception as e:
print(f" Origin animation failed: {e}")
return False
print("Rotation animation tests passed!")
return True
def test_grid_camera_rotation():
"""Test UIGrid camera_rotation property"""
print("\nTesting Grid camera_rotation...")
grid = mcrfpy.Grid(grid_size=(10, 10), pos=(50, 50), size=(200, 200))
# Test default camera_rotation
assert grid.camera_rotation == 0.0, f"Grid default camera_rotation should be 0, got {grid.camera_rotation}"
# Test setting camera_rotation
grid.camera_rotation = 45.0
assert grid.camera_rotation == 45.0, f"Grid camera_rotation should be 45, got {grid.camera_rotation}"
# Test negative rotation
grid.camera_rotation = -90.0
assert grid.camera_rotation == -90.0, f"Grid camera_rotation should be -90, got {grid.camera_rotation}"
# Test full rotation
grid.camera_rotation = 360.0
assert grid.camera_rotation == 360.0, f"Grid camera_rotation should be 360, got {grid.camera_rotation}"
# Grid also has regular rotation (viewport rotation)
assert grid.rotation == 0.0, f"Grid viewport rotation should default to 0, got {grid.rotation}"
grid.rotation = 15.0
assert grid.rotation == 15.0, f"Grid viewport rotation should be 15, got {grid.rotation}"
# Test camera_rotation animation
try:
grid.animate("camera_rotation", 90.0, 1.0, mcrfpy.Easing.EASE_IN_OUT)
print(" Camera rotation animation started successfully")
except Exception as e:
print(f" Camera rotation animation failed: {e}")
return False
print("Grid camera_rotation tests passed!")
return True
def run_all_tests():
"""Run all rotation tests"""
print("=" * 50)
print("UIDrawable Rotation Tests")
print("=" * 50)
results = []
results.append(("Rotation Properties", test_rotation_properties()))
results.append(("Rotation Animation", test_rotation_animation()))
results.append(("Grid Camera Rotation", test_grid_camera_rotation()))
print("\n" + "=" * 50)
print("Test Results Summary")
print("=" * 50)
all_passed = True
for name, passed in results:
status = "PASS" if passed else "FAIL"
print(f" {name}: {status}")
if not passed:
all_passed = False
if all_passed:
print("\nAll tests PASSED!")
return 0
else:
print("\nSome tests FAILED!")
return 1
if __name__ == "__main__":
sys.exit(run_all_tests())

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#!/usr/bin/env python3
"""Visual test for rotation support - uses direct screenshot"""
import mcrfpy
from mcrfpy import automation
import sys
# Create test scene
test_scene = mcrfpy.Scene("rotation_test")
ui = test_scene.children
# Create background
bg = mcrfpy.Frame(pos=(0, 0), size=(800, 600), fill_color=mcrfpy.Color(40, 40, 50))
ui.append(bg)
# Row 1: Frames with different rotations
# Frame at 0 degrees
frame1 = mcrfpy.Frame(pos=(100, 100), size=(60, 60), fill_color=mcrfpy.Color(200, 50, 50))
frame1.rotation = 0.0
frame1.origin = (30, 30) # Center origin
ui.append(frame1)
# Frame at 45 degrees
frame2 = mcrfpy.Frame(pos=(250, 100), size=(60, 60), fill_color=mcrfpy.Color(50, 200, 50))
frame2.rotation = 45.0
frame2.origin = (30, 30)
ui.append(frame2)
# Frame at 90 degrees
frame3 = mcrfpy.Frame(pos=(400, 100), size=(60, 60), fill_color=mcrfpy.Color(50, 50, 200))
frame3.rotation = 90.0
frame3.origin = (30, 30)
ui.append(frame3)
# Label for row 1
label1 = mcrfpy.Caption(text="Frames: 0, 45, 90 degrees", pos=(100, 50))
ui.append(label1)
# Row 2: Captions with rotation
caption1 = mcrfpy.Caption(text="Rotated Text", pos=(100, 250))
caption1.rotation = 0.0
ui.append(caption1)
caption2 = mcrfpy.Caption(text="Rotated Text", pos=(300, 250))
caption2.rotation = -15.0
ui.append(caption2)
caption3 = mcrfpy.Caption(text="Rotated Text", pos=(500, 250))
caption3.rotation = 30.0
ui.append(caption3)
# Label for row 2
label2 = mcrfpy.Caption(text="Captions: 0, -15, 30 degrees", pos=(100, 200))
ui.append(label2)
# Row 3: Circles (rotation with offset origin causes orbiting)
circle1 = mcrfpy.Circle(center=(100, 400), radius=25, fill_color=mcrfpy.Color(200, 200, 50))
circle1.rotation = 0.0
ui.append(circle1)
circle2 = mcrfpy.Circle(center=(250, 400), radius=25, fill_color=mcrfpy.Color(200, 50, 200))
circle2.rotation = 45.0
circle2.origin = (20, 0) # Offset origin to show orbiting effect
ui.append(circle2)
circle3 = mcrfpy.Circle(center=(400, 400), radius=25, fill_color=mcrfpy.Color(50, 200, 200))
circle3.rotation = 90.0
circle3.origin = (20, 0) # Same offset
ui.append(circle3)
# Label for row 3
label3 = mcrfpy.Caption(text="Circles with offset origin: 0, 45, 90 degrees", pos=(100, 350))
ui.append(label3)
# Row 4: Lines with rotation
line1 = mcrfpy.Line(start=(100, 500), end=(150, 500), thickness=3, color=mcrfpy.Color(255, 255, 255))
line1.rotation = 0.0
ui.append(line1)
line2 = mcrfpy.Line(start=(250, 500), end=(300, 500), thickness=3, color=mcrfpy.Color(255, 200, 200))
line2.rotation = 45.0
line2.origin = (125, 500) # Rotate around line center
ui.append(line2)
line3 = mcrfpy.Line(start=(400, 500), end=(450, 500), thickness=3, color=mcrfpy.Color(200, 255, 200))
line3.rotation = -45.0
line3.origin = (200, 500)
ui.append(line3)
# Label for row 4
label4 = mcrfpy.Caption(text="Lines: 0, 45, -45 degrees", pos=(100, 470))
ui.append(label4)
# Arcs with rotation
arc1 = mcrfpy.Arc(center=(600, 100), radius=40, start_angle=0, end_angle=90, thickness=5)
arc1.rotation = 0.0
ui.append(arc1)
arc2 = mcrfpy.Arc(center=(700, 100), radius=40, start_angle=0, end_angle=90, thickness=5)
arc2.rotation = 45.0
ui.append(arc2)
# Label for arcs
label5 = mcrfpy.Caption(text="Arcs: 0, 45 degrees", pos=(550, 50))
ui.append(label5)
# Activate scene
mcrfpy.current_scene = test_scene
# Advance the game loop to render, then take screenshot
mcrfpy.step(0.1)
automation.screenshot("rotation_visual_test.png")
print("Screenshot saved as rotation_visual_test.png")
print("PASS")
sys.exit(0)

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tests/unit/shader_test.py Normal file
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#!/usr/bin/env python3
"""Unit tests for the Shader system (Issue #106)
Tests cover:
- Shader creation and compilation
- Static uniforms (float, vec2, vec3, vec4)
- PropertyBinding for dynamic uniform values
- CallableBinding for computed uniform values
- Shader assignment to various drawable types
- Dynamic flag propagation
"""
import mcrfpy
import sys
def test_shader_creation():
"""Test basic shader creation"""
print("Testing shader creation...")
# Valid shader
shader = mcrfpy.Shader('''
uniform sampler2D texture;
void main() {
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy);
}
''')
assert shader is not None, "Shader should be created"
assert shader.is_valid, "Shader should be valid"
assert shader.dynamic == False, "Shader should not be dynamic by default"
# Dynamic shader
dynamic_shader = mcrfpy.Shader('''
uniform sampler2D texture;
uniform float time;
void main() {
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy);
}
''', dynamic=True)
assert dynamic_shader.dynamic == True, "Shader should be dynamic when specified"
print(" PASS: Basic shader creation works")
def test_shader_source():
"""Test that shader source is stored correctly"""
print("Testing shader source storage...")
source = '''uniform sampler2D texture;
void main() {
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy);
}'''
shader = mcrfpy.Shader(source)
assert source in shader.source, "Shader source should be stored"
print(" PASS: Shader source is stored")
def test_static_uniforms():
"""Test static uniform values"""
print("Testing static uniforms...")
frame = mcrfpy.Frame(pos=(0, 0), size=(100, 100))
# Test float uniform
frame.uniforms['intensity'] = 0.5
assert abs(frame.uniforms['intensity'] - 0.5) < 0.001, "Float uniform should match"
# Test vec2 uniform
frame.uniforms['offset'] = (10.0, 20.0)
val = frame.uniforms['offset']
assert len(val) == 2, "Vec2 should have 2 components"
assert abs(val[0] - 10.0) < 0.001, "Vec2.x should match"
assert abs(val[1] - 20.0) < 0.001, "Vec2.y should match"
# Test vec3 uniform
frame.uniforms['color_rgb'] = (1.0, 0.5, 0.0)
val = frame.uniforms['color_rgb']
assert len(val) == 3, "Vec3 should have 3 components"
# Test vec4 uniform
frame.uniforms['color'] = (1.0, 0.5, 0.0, 1.0)
val = frame.uniforms['color']
assert len(val) == 4, "Vec4 should have 4 components"
print(" PASS: Static uniforms work")
def test_uniform_keys():
"""Test uniform collection keys/values/items"""
print("Testing uniform collection methods...")
frame = mcrfpy.Frame(pos=(0, 0), size=(100, 100))
frame.uniforms['a'] = 1.0
frame.uniforms['b'] = 2.0
frame.uniforms['c'] = 3.0
keys = frame.uniforms.keys()
assert 'a' in keys, "Key 'a' should be present"
assert 'b' in keys, "Key 'b' should be present"
assert 'c' in keys, "Key 'c' should be present"
assert len(keys) == 3, "Should have 3 keys"
# Test 'in' operator
assert 'a' in frame.uniforms, "'in' operator should work"
assert 'nonexistent' not in frame.uniforms, "'not in' should work"
# Test deletion
del frame.uniforms['b']
assert 'b' not in frame.uniforms, "Deleted key should be gone"
assert len(frame.uniforms.keys()) == 2, "Should have 2 keys after deletion"
print(" PASS: Uniform collection methods work")
def test_property_binding():
"""Test PropertyBinding for dynamic uniform values"""
print("Testing PropertyBinding...")
# Create source and target frames
source_frame = mcrfpy.Frame(pos=(100, 200), size=(50, 50))
target_frame = mcrfpy.Frame(pos=(0, 0), size=(100, 100))
# Create binding to source frame's x position
binding = mcrfpy.PropertyBinding(source_frame, 'x')
assert binding is not None, "PropertyBinding should be created"
assert binding.property == 'x', "Property name should be stored"
assert abs(binding.value - 100.0) < 0.001, "Initial value should be 100"
assert binding.is_valid == True, "Binding should be valid"
# Assign binding to uniform
target_frame.uniforms['source_x'] = binding
# Check that value tracks changes
source_frame.x = 300
assert abs(binding.value - 300.0) < 0.001, "Binding should track changes"
print(" PASS: PropertyBinding works")
def test_callable_binding():
"""Test CallableBinding for computed uniform values"""
print("Testing CallableBinding...")
counter = [0] # Use list for closure
def compute_value():
counter[0] += 1
return counter[0] * 0.1
binding = mcrfpy.CallableBinding(compute_value)
assert binding is not None, "CallableBinding should be created"
assert binding.is_valid == True, "Binding should be valid"
# Each access should call the function
v1 = binding.value
v2 = binding.value
v3 = binding.value
assert abs(v1 - 0.1) < 0.001, "First call should return 0.1"
assert abs(v2 - 0.2) < 0.001, "Second call should return 0.2"
assert abs(v3 - 0.3) < 0.001, "Third call should return 0.3"
# Assign to uniform
frame = mcrfpy.Frame(pos=(0, 0), size=(100, 100))
frame.uniforms['computed'] = binding
print(" PASS: CallableBinding works")
def test_shader_on_frame():
"""Test shader assignment to Frame"""
print("Testing shader on Frame...")
shader = mcrfpy.Shader('''
uniform sampler2D texture;
uniform float intensity;
void main() {
vec4 color = texture2D(texture, gl_TexCoord[0].xy);
color.rgb *= intensity;
gl_FragColor = color;
}
''')
frame = mcrfpy.Frame(pos=(0, 0), size=(100, 100))
assert frame.shader is None, "Shader should be None initially"
frame.shader = shader
assert frame.shader is not None, "Shader should be assigned"
frame.uniforms['intensity'] = 0.8
assert abs(frame.uniforms['intensity'] - 0.8) < 0.001, "Uniform should be set"
# Test shader removal
frame.shader = None
assert frame.shader is None, "Shader should be removable"
print(" PASS: Shader on Frame works")
def test_shader_on_sprite():
"""Test shader assignment to Sprite"""
print("Testing shader on Sprite...")
shader = mcrfpy.Shader('''
uniform sampler2D texture;
void main() {
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy);
}
''')
sprite = mcrfpy.Sprite(pos=(0, 0))
assert sprite.shader is None, "Shader should be None initially"
sprite.shader = shader
assert sprite.shader is not None, "Shader should be assigned"
sprite.uniforms['test'] = 1.0
assert abs(sprite.uniforms['test'] - 1.0) < 0.001, "Uniform should be set"
print(" PASS: Shader on Sprite works")
def test_shader_on_caption():
"""Test shader assignment to Caption"""
print("Testing shader on Caption...")
shader = mcrfpy.Shader('''
uniform sampler2D texture;
void main() {
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy);
}
''')
caption = mcrfpy.Caption(text="Test", pos=(0, 0))
assert caption.shader is None, "Shader should be None initially"
caption.shader = shader
assert caption.shader is not None, "Shader should be assigned"
caption.uniforms['test'] = 1.0
assert abs(caption.uniforms['test'] - 1.0) < 0.001, "Uniform should be set"
print(" PASS: Shader on Caption works")
def test_shader_on_grid():
"""Test shader assignment to Grid"""
print("Testing shader on Grid...")
shader = mcrfpy.Shader('''
uniform sampler2D texture;
void main() {
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy);
}
''')
grid = mcrfpy.Grid(grid_size=(10, 10), pos=(0, 0), size=(200, 200))
assert grid.shader is None, "Shader should be None initially"
grid.shader = shader
assert grid.shader is not None, "Shader should be assigned"
grid.uniforms['test'] = 1.0
assert abs(grid.uniforms['test'] - 1.0) < 0.001, "Uniform should be set"
print(" PASS: Shader on Grid works")
def test_shader_on_entity():
"""Test shader assignment to Entity"""
print("Testing shader on Entity...")
shader = mcrfpy.Shader('''
uniform sampler2D texture;
void main() {
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy);
}
''')
entity = mcrfpy.Entity()
assert entity.shader is None, "Shader should be None initially"
entity.shader = shader
assert entity.shader is not None, "Shader should be assigned"
entity.uniforms['test'] = 1.0
assert abs(entity.uniforms['test'] - 1.0) < 0.001, "Uniform should be set"
print(" PASS: Shader on Entity works")
def test_shared_shader():
"""Test that multiple drawables can share the same shader"""
print("Testing shared shader...")
shader = mcrfpy.Shader('''
uniform sampler2D texture;
uniform float intensity;
void main() {
vec4 color = texture2D(texture, gl_TexCoord[0].xy);
color.rgb *= intensity;
gl_FragColor = color;
}
''')
frame1 = mcrfpy.Frame(pos=(0, 0), size=(100, 100))
frame2 = mcrfpy.Frame(pos=(100, 0), size=(100, 100))
# Assign same shader to both
frame1.shader = shader
frame2.shader = shader
# But different uniform values
frame1.uniforms['intensity'] = 0.5
frame2.uniforms['intensity'] = 1.0
assert abs(frame1.uniforms['intensity'] - 0.5) < 0.001, "Frame1 intensity should be 0.5"
assert abs(frame2.uniforms['intensity'] - 1.0) < 0.001, "Frame2 intensity should be 1.0"
print(" PASS: Shared shader with different uniforms works")
def test_shader_animation_properties():
"""Test that shader uniforms can be animated via the animation system"""
print("Testing shader animation properties...")
frame = mcrfpy.Frame(pos=(0, 0), size=(100, 100))
# Set initial uniform value
frame.uniforms['intensity'] = 0.0
# Test animate() method with shader.X property syntax
# This uses hasProperty/setProperty internally
try:
frame.animate('shader.intensity', 1.0, 0.5, mcrfpy.Easing.LINEAR)
animation_works = True
except Exception as e:
animation_works = False
print(f" Animation error: {e}")
assert animation_works, "Animating shader uniforms should work"
# Test with different drawable types
sprite = mcrfpy.Sprite(pos=(0, 0))
sprite.uniforms['glow'] = 0.0
try:
sprite.animate('shader.glow', 2.0, 1.0, mcrfpy.Easing.EASE_IN)
sprite_animation_works = True
except Exception as e:
sprite_animation_works = False
print(f" Sprite animation error: {e}")
assert sprite_animation_works, "Animating Sprite shader uniforms should work"
# Test Caption
caption = mcrfpy.Caption(text="Test", pos=(0, 0))
caption.uniforms['alpha'] = 1.0
try:
caption.animate('shader.alpha', 0.0, 0.5, mcrfpy.Easing.EASE_OUT)
caption_animation_works = True
except Exception as e:
caption_animation_works = False
print(f" Caption animation error: {e}")
assert caption_animation_works, "Animating Caption shader uniforms should work"
# Test Grid
grid = mcrfpy.Grid(grid_size=(5, 5), pos=(0, 0), size=(100, 100))
grid.uniforms['zoom_effect'] = 1.0
try:
grid.animate('shader.zoom_effect', 2.0, 1.0, mcrfpy.Easing.LINEAR)
grid_animation_works = True
except Exception as e:
grid_animation_works = False
print(f" Grid animation error: {e}")
assert grid_animation_works, "Animating Grid shader uniforms should work"
print(" PASS: Shader animation properties work")
def run_all_tests():
"""Run all shader tests"""
print("=" * 50)
print("Shader System Unit Tests")
print("=" * 50)
print()
try:
test_shader_creation()
test_shader_source()
test_static_uniforms()
test_uniform_keys()
test_property_binding()
test_callable_binding()
test_shader_on_frame()
test_shader_on_sprite()
test_shader_on_caption()
test_shader_on_grid()
test_shader_on_entity()
test_shared_shader()
test_shader_animation_properties()
print()
print("=" * 50)
print("ALL TESTS PASSED")
print("=" * 50)
sys.exit(0)
except AssertionError as e:
print(f" FAIL: {e}")
sys.exit(1)
except Exception as e:
print(f" ERROR: {e}")
import traceback
traceback.print_exc()
sys.exit(1)
if __name__ == "__main__":
run_all_tests()