87 lines
3 KiB
C++
87 lines
3 KiB
C++
#pragma once
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#include "Common.h"
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#include "Entity.h"
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//#include "EntityManager.h"
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//#include "Scene.h"
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//#include "GameEngine.h" // can't - need forward declaration
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//#include "ActionCode.h"
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#include "Python.h"
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#include "UIMenu.h"
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#include "Grid.h"
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#include "IndexSprite.h"
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#include "EntityManager.h"
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#include <list>
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// implementation required to link templates
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#include "Animation.h"
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class GameEngine; // forward declared (circular members)
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class McRFPy_API
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{
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private:
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static const int texture_size = 16, // w & h (pixels) of one sprite in the tex
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texture_width = 12, texture_height = 11, // w & h sprite/frame count
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texture_sprite_count = 11 * 12; // t_width * t_height, minus blanks?
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// TODO: this is wrong, load resources @ GameEngineSprite sprite;
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// sf::Texture texture;
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//std::vector<PyMethodDef> mcrfpyMethodsVector;
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//static PyObject* PyInit_mcrfpy();
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McRFPy_API();
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public:
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inline static sf::Sprite sprite;
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inline static sf::Texture texture;
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static void setSpriteTexture(int);
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inline static GameEngine* game;
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static void api_init();
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static void api_shutdown();
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// Python API functionality - use mcrfpy.* in scripts
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//static PyObject* _drawSprite(PyObject*, PyObject*);
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static void REPL_device(FILE * fp, const char *filename);
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static void REPL();
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// Jank mode engage: let the API hold data for Python to hack on
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//static std::map<std::string, UIMenu*> menus;
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//static EntityManager entities; // this is also kinda good, entities not on the current grid can still act (like monsters following you through doors??)
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//static std::map<std::string, Grid*> grids;
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//static std::list<Animation*> animations;
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static std::vector<sf::SoundBuffer> soundbuffers;
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static sf::Music music;
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static sf::Sound sfx;
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static std::shared_ptr<Entity> player;
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static std::map<std::string, PyObject*> callbacks;
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static PyObject* _registerPyAction(PyObject*, PyObject*);
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static PyObject* _registerInputAction(PyObject*, PyObject*);
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static PyObject* _createSoundBuffer(PyObject*, PyObject*);
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static PyObject* _loadMusic(PyObject*, PyObject*);
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static PyObject* _setMusicVolume(PyObject*, PyObject*);
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static PyObject* _setSoundVolume(PyObject*, PyObject*);
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static PyObject* _playSound(PyObject*, PyObject*);
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static PyObject* _getMusicVolume(PyObject*, PyObject*);
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static PyObject* _getSoundVolume(PyObject*, PyObject*);
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static PyObject* _sceneUI(PyObject*, PyObject*);
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// scene control
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static PyObject* _setScene(PyObject*, PyObject*);
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static PyObject* _currentScene(PyObject*, PyObject*);
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static PyObject* _createScene(PyObject*, PyObject*);
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// accept keyboard input from scene
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static sf::Vector2i cursor_position;
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static void player_input(int, int);
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static void computerTurn();
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static void playerTurn();
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static void doAction(std::string);
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static void executeScript(std::string);
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static void executePyString(std::string);
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};
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