"""Type stubs for McRogueFace Python API. Core game engine interface for creating roguelike games with Python. """ from typing import Any, List, Dict, Tuple, Optional, Callable, Union, overload # Type aliases UIElement = Union['Frame', 'Caption', 'Sprite', 'Grid', 'Line', 'Circle', 'Arc'] Transition = Union[str, None] # Classes class Color: """SFML Color Object for RGBA colors.""" r: int g: int b: int a: int @overload def __init__(self) -> None: ... @overload def __init__(self, r: int, g: int, b: int, a: int = 255) -> None: ... def from_hex(self, hex_string: str) -> 'Color': """Create color from hex string (e.g., '#FF0000' or 'FF0000').""" ... def to_hex(self) -> str: """Convert color to hex string format.""" ... def lerp(self, other: 'Color', t: float) -> 'Color': """Linear interpolation between two colors.""" ... class Vector: """SFML Vector Object for 2D coordinates.""" x: float y: float @overload def __init__(self) -> None: ... @overload def __init__(self, x: float, y: float) -> None: ... def add(self, other: 'Vector') -> 'Vector': ... def subtract(self, other: 'Vector') -> 'Vector': ... def multiply(self, scalar: float) -> 'Vector': ... def divide(self, scalar: float) -> 'Vector': ... def distance(self, other: 'Vector') -> float: ... def normalize(self) -> 'Vector': ... def dot(self, other: 'Vector') -> float: ... class Texture: """SFML Texture Object for images.""" def __init__(self, filename: str) -> None: ... filename: str width: int height: int sprite_count: int class Font: """SFML Font Object for text rendering.""" def __init__(self, filename: str) -> None: ... filename: str family: str class Sound: """Sound effect object for short audio clips. Sounds are loaded entirely into memory, making them suitable for short sound effects that need to be played with minimal latency. Multiple Sound instances can play simultaneously. """ def __init__(self, filename: str) -> None: """Load a sound effect from a file. Args: filename: Path to the sound file (WAV, OGG, FLAC supported) Raises: RuntimeError: If the file cannot be loaded """ ... volume: float """Volume level from 0 (silent) to 100 (full volume).""" loop: bool """Whether the sound loops when it reaches the end.""" playing: bool """True if the sound is currently playing (read-only).""" duration: float """Total duration of the sound in seconds (read-only).""" source: str """Filename path used to load this sound (read-only).""" def play(self) -> None: """Start or resume playing the sound.""" ... def pause(self) -> None: """Pause the sound. Use play() to resume.""" ... def stop(self) -> None: """Stop playing and reset to the beginning.""" ... class Music: """Streaming music object for longer audio tracks. Music is streamed from disk rather than loaded entirely into memory, making it suitable for longer audio tracks like background music. """ def __init__(self, filename: str) -> None: """Load a music track from a file. Args: filename: Path to the music file (WAV, OGG, FLAC supported) Raises: RuntimeError: If the file cannot be loaded """ ... volume: float """Volume level from 0 (silent) to 100 (full volume).""" loop: bool """Whether the music loops when it reaches the end.""" playing: bool """True if the music is currently playing (read-only).""" duration: float """Total duration of the music in seconds (read-only).""" position: float """Current playback position in seconds. Can be set to seek.""" source: str """Filename path used to load this music (read-only).""" def play(self) -> None: """Start or resume playing the music.""" ... def pause(self) -> None: """Pause the music. Use play() to resume.""" ... def stop(self) -> None: """Stop playing and reset to the beginning.""" ... class Keyboard: """Keyboard state singleton for checking modifier keys. Access via mcrfpy.keyboard (singleton instance). Queries real-time keyboard state from SFML. """ shift: bool """True if either Shift key is currently pressed (read-only).""" ctrl: bool """True if either Control key is currently pressed (read-only).""" alt: bool """True if either Alt key is currently pressed (read-only).""" system: bool """True if either System key (Win/Cmd) is currently pressed (read-only).""" class Drawable: """Base class for all drawable UI elements.""" x: float y: float visible: bool z_index: int name: str pos: Vector # Mouse event callbacks (#140, #141) on_click: Optional[Callable[[float, float, int, str], None]] on_enter: Optional[Callable[[float, float, int, str], None]] on_exit: Optional[Callable[[float, float, int, str], None]] on_move: Optional[Callable[[float, float, int, str], None]] # Read-only hover state (#140) hovered: bool def get_bounds(self) -> Tuple[float, float, float, float]: """Get bounding box as (x, y, width, height).""" ... def move(self, dx: float, dy: float) -> None: """Move by relative offset (dx, dy).""" ... def resize(self, width: float, height: float) -> None: """Resize to new dimensions (width, height).""" ... class Frame(Drawable): """Frame(x=0, y=0, w=0, h=0, fill_color=None, outline_color=None, outline=0, on_click=None, children=None) A rectangular frame UI element that can contain other drawable elements. """ @overload def __init__(self) -> None: ... @overload def __init__(self, x: float = 0, y: float = 0, w: float = 0, h: float = 0, fill_color: Optional[Color] = None, outline_color: Optional[Color] = None, outline: float = 0, on_click: Optional[Callable] = None, children: Optional[List[UIElement]] = None) -> None: ... w: float h: float fill_color: Color outline_color: Color outline: float on_click: Optional[Callable[[float, float, int], None]] children: 'UICollection' clip_children: bool class Caption(Drawable): """Caption(text='', x=0, y=0, font=None, fill_color=None, outline_color=None, outline=0, on_click=None) A text display UI element with customizable font and styling. """ @overload def __init__(self) -> None: ... @overload def __init__(self, text: str = '', x: float = 0, y: float = 0, font: Optional[Font] = None, fill_color: Optional[Color] = None, outline_color: Optional[Color] = None, outline: float = 0, on_click: Optional[Callable] = None) -> None: ... text: str font: Font fill_color: Color outline_color: Color outline: float on_click: Optional[Callable[[float, float, int], None]] w: float # Read-only, computed from text h: float # Read-only, computed from text class Sprite(Drawable): """Sprite(x=0, y=0, texture=None, sprite_index=0, scale=1.0, on_click=None) A sprite UI element that displays a texture or portion of a texture atlas. """ @overload def __init__(self) -> None: ... @overload def __init__(self, x: float = 0, y: float = 0, texture: Optional[Texture] = None, sprite_index: int = 0, scale: float = 1.0, on_click: Optional[Callable] = None) -> None: ... texture: Texture sprite_index: int scale: float on_click: Optional[Callable[[float, float, int], None]] w: float # Read-only, computed from texture h: float # Read-only, computed from texture class Grid(Drawable): """Grid(x=0, y=0, grid_size=(20, 20), texture=None, tile_width=16, tile_height=16, scale=1.0, on_click=None) A grid-based tilemap UI element for rendering tile-based levels and game worlds. """ @overload def __init__(self) -> None: ... @overload def __init__(self, x: float = 0, y: float = 0, grid_size: Tuple[int, int] = (20, 20), texture: Optional[Texture] = None, tile_width: int = 16, tile_height: int = 16, scale: float = 1.0, on_click: Optional[Callable] = None) -> None: ... grid_size: Tuple[int, int] tile_width: int tile_height: int texture: Texture scale: float points: List[List['GridPoint']] entities: 'EntityCollection' background_color: Color on_click: Optional[Callable[[int, int, int], None]] def at(self, x: int, y: int) -> 'GridPoint': """Get grid point at tile coordinates.""" ... class Line(Drawable): """Line(start=None, end=None, thickness=1.0, color=None, on_click=None, **kwargs) A line UI element for drawing straight lines between two points. """ @overload def __init__(self) -> None: ... @overload def __init__(self, start: Optional[Tuple[float, float]] = None, end: Optional[Tuple[float, float]] = None, thickness: float = 1.0, color: Optional[Color] = None, on_click: Optional[Callable] = None) -> None: ... start: Vector end: Vector thickness: float color: Color on_click: Optional[Callable[[float, float, int], None]] class Circle(Drawable): """Circle(radius=0, center=None, fill_color=None, outline_color=None, outline=0, on_click=None, **kwargs) A circle UI element for drawing filled or outlined circles. """ @overload def __init__(self) -> None: ... @overload def __init__(self, radius: float = 0, center: Optional[Tuple[float, float]] = None, fill_color: Optional[Color] = None, outline_color: Optional[Color] = None, outline: float = 0, on_click: Optional[Callable] = None) -> None: ... radius: float center: Vector fill_color: Color outline_color: Color outline: float on_click: Optional[Callable[[float, float, int], None]] class Arc(Drawable): """Arc(center=None, radius=0, start_angle=0, end_angle=90, color=None, thickness=1, on_click=None, **kwargs) An arc UI element for drawing curved line segments. """ @overload def __init__(self) -> None: ... @overload def __init__(self, center: Optional[Tuple[float, float]] = None, radius: float = 0, start_angle: float = 0, end_angle: float = 90, color: Optional[Color] = None, thickness: float = 1.0, on_click: Optional[Callable] = None) -> None: ... center: Vector radius: float start_angle: float end_angle: float color: Color thickness: float on_click: Optional[Callable[[float, float, int], None]] class GridPoint: """Grid point representing a single tile.""" texture_index: int solid: bool color: Color class GridPointState: """State information for a grid point.""" texture_index: int color: Color class Entity(Drawable): """Entity(grid_x=0, grid_y=0, texture=None, sprite_index=0, name='') Game entity that lives within a Grid. """ @overload def __init__(self) -> None: ... @overload def __init__(self, grid_x: float = 0, grid_y: float = 0, texture: Optional[Texture] = None, sprite_index: int = 0, name: str = '') -> None: ... grid_x: float grid_y: float texture: Texture sprite_index: int grid: Optional[Grid] def at(self, grid_x: float, grid_y: float) -> None: """Move entity to grid position.""" ... def die(self) -> None: """Remove entity from its grid.""" ... def index(self) -> int: """Get index in parent grid's entity collection.""" ... class UICollection: """Collection of UI drawable elements (Frame, Caption, Sprite, Grid, Line, Circle, Arc).""" def __len__(self) -> int: ... def __getitem__(self, index: int) -> UIElement: ... def __setitem__(self, index: int, value: UIElement) -> None: ... def __delitem__(self, index: int) -> None: ... def __contains__(self, item: UIElement) -> bool: ... def __iter__(self) -> Any: ... def __add__(self, other: 'UICollection') -> 'UICollection': ... def __iadd__(self, other: 'UICollection') -> 'UICollection': ... def append(self, item: UIElement) -> None: ... def extend(self, items: List[UIElement]) -> None: ... def remove(self, item: UIElement) -> None: ... def index(self, item: UIElement) -> int: ... def count(self, item: UIElement) -> int: ... class EntityCollection: """Collection of Entity objects.""" def __len__(self) -> int: ... def __getitem__(self, index: int) -> Entity: ... def __setitem__(self, index: int, value: Entity) -> None: ... def __delitem__(self, index: int) -> None: ... def __contains__(self, item: Entity) -> bool: ... def __iter__(self) -> Any: ... def __add__(self, other: 'EntityCollection') -> 'EntityCollection': ... def __iadd__(self, other: 'EntityCollection') -> 'EntityCollection': ... def append(self, item: Entity) -> None: ... def extend(self, items: List[Entity]) -> None: ... def remove(self, item: Entity) -> None: ... def index(self, item: Entity) -> int: ... def count(self, item: Entity) -> int: ... class Scene: """Base class for object-oriented scenes.""" name: str children: UICollection # #151: UI elements collection (read-only alias for get_ui()) on_key: Optional[Callable[[str, str], None]] # Keyboard handler (key, action) def __init__(self, name: str) -> None: ... def activate(self) -> None: """Called when scene becomes active.""" ... def deactivate(self) -> None: """Called when scene becomes inactive.""" ... def get_ui(self) -> UICollection: """Get UI elements collection.""" ... def on_keypress(self, key: str, pressed: bool) -> None: """Handle keyboard events (override in subclass).""" ... def on_click(self, x: float, y: float, button: int) -> None: """Handle mouse clicks (override in subclass).""" ... def on_enter(self) -> None: """Called when entering the scene (override in subclass).""" ... def on_exit(self) -> None: """Called when leaving the scene (override in subclass).""" ... def on_resize(self, width: int, height: int) -> None: """Handle window resize events (override in subclass).""" ... def update(self, dt: float) -> None: """Update scene logic (override in subclass).""" ... class Timer: """Timer object for scheduled callbacks.""" name: str interval: int active: bool def __init__(self, name: str, callback: Callable[[float], None], interval: int) -> None: ... def pause(self) -> None: """Pause the timer.""" ... def resume(self) -> None: """Resume the timer.""" ... def cancel(self) -> None: """Cancel and remove the timer.""" ... class Window: """Window singleton for managing the game window.""" resolution: Tuple[int, int] fullscreen: bool vsync: bool title: str fps_limit: int game_resolution: Tuple[int, int] scaling_mode: str @staticmethod def get() -> 'Window': """Get the window singleton instance.""" ... class Animation: """Animation object for animating UI properties.""" target: Any property: str duration: float easing: str loop: bool on_complete: Optional[Callable] def __init__(self, target: Any, property: str, start_value: Any, end_value: Any, duration: float, easing: str = 'linear', loop: bool = False, on_complete: Optional[Callable] = None) -> None: ... def start(self) -> None: """Start the animation.""" ... def update(self, dt: float) -> bool: """Update animation, returns True if still running.""" ... def get_current_value(self) -> Any: """Get the current interpolated value.""" ... # Module-level attributes __version__: str """McRogueFace version string (e.g., '1.0.0').""" keyboard: Keyboard """Keyboard state singleton for checking modifier keys.""" # Module functions def sceneUI(scene: Optional[str] = None) -> UICollection: """Get all UI elements for a scene.""" ... def currentScene() -> str: """Get the name of the currently active scene.""" ... def setScene(scene: str, transition: Optional[str] = None, duration: float = 0.0) -> None: """Switch to a different scene with optional transition effect.""" ... def createScene(name: str) -> None: """Create a new empty scene.""" ... def keypressScene(handler: Callable[[str, bool], None]) -> None: """Set the keyboard event handler for the current scene.""" ... def setTimer(name: str, handler: Callable[[float], None], interval: int) -> None: """Create or update a recurring timer.""" ... def delTimer(name: str) -> None: """Stop and remove a timer.""" ... def exit() -> None: """Cleanly shut down the game engine and exit the application.""" ... def setScale(multiplier: float) -> None: """Scale the game window size (deprecated - use Window.resolution).""" ... def find(name: str, scene: Optional[str] = None) -> Optional[UIElement]: """Find the first UI element with the specified name.""" ... def findAll(pattern: str, scene: Optional[str] = None) -> List[UIElement]: """Find all UI elements matching a name pattern (supports * wildcards).""" ... def getMetrics() -> Dict[str, Union[int, float]]: """Get current performance metrics.""" ... # Submodule class automation: """Automation API for testing and scripting.""" @staticmethod def screenshot(filename: str) -> bool: """Save a screenshot to the specified file.""" ... @staticmethod def position() -> Tuple[int, int]: """Get current mouse position as (x, y) tuple.""" ... @staticmethod def size() -> Tuple[int, int]: """Get screen size as (width, height) tuple.""" ... @staticmethod def onScreen(x: int, y: int) -> bool: """Check if coordinates are within screen bounds.""" ... @staticmethod def moveTo(x: int, y: int, duration: float = 0.0) -> None: """Move mouse to absolute position.""" ... @staticmethod def moveRel(xOffset: int, yOffset: int, duration: float = 0.0) -> None: """Move mouse relative to current position.""" ... @staticmethod def dragTo(x: int, y: int, duration: float = 0.0, button: str = 'left') -> None: """Drag mouse to position.""" ... @staticmethod def dragRel(xOffset: int, yOffset: int, duration: float = 0.0, button: str = 'left') -> None: """Drag mouse relative to current position.""" ... @staticmethod def click(x: Optional[int] = None, y: Optional[int] = None, clicks: int = 1, interval: float = 0.0, button: str = 'left') -> None: """Click mouse at position.""" ... @staticmethod def mouseDown(x: Optional[int] = None, y: Optional[int] = None, button: str = 'left') -> None: """Press mouse button down.""" ... @staticmethod def mouseUp(x: Optional[int] = None, y: Optional[int] = None, button: str = 'left') -> None: """Release mouse button.""" ... @staticmethod def keyDown(key: str) -> None: """Press key down.""" ... @staticmethod def keyUp(key: str) -> None: """Release key.""" ... @staticmethod def press(key: str) -> None: """Press and release a key.""" ... @staticmethod def typewrite(text: str, interval: float = 0.0) -> None: """Type text with optional interval between characters.""" ...