McRogueFace/src/PyScene.cpp
John McCardle 5a49cb7b6d feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.

Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
  - "center": 1:1 pixels, viewport centered in window
  - "stretch": viewport fills window, ignores aspect ratio
  - "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties

Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates

Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing

This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-07 10:28:50 -04:00

89 lines
2.8 KiB
C++

#include "PyScene.h"
#include "ActionCode.h"
#include "Resources.h"
#include "PyCallable.h"
#include <algorithm>
PyScene::PyScene(GameEngine* g) : Scene(g)
{
// mouse events
registerAction(ActionCode::MOUSEBUTTON + sf::Mouse::Left, "left");
registerAction(ActionCode::MOUSEBUTTON + sf::Mouse::Right, "right");
registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_DEL, "wheel_up");
registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_NEG + ActionCode::WHEEL_DEL, "wheel_down");
// console (` / ~ key) - don't hard code.
//registerAction(ActionCode::KEY + sf::Keyboard::Grave, "debug_menu");
}
void PyScene::update()
{
}
void PyScene::do_mouse_input(std::string button, std::string type)
{
// In headless mode, mouse input is not available
if (game->isHeadless()) {
return;
}
auto unscaledmousepos = sf::Mouse::getPosition(game->getWindow());
// Convert window coordinates to game coordinates using the viewport
auto mousepos = game->windowToGameCoords(sf::Vector2f(unscaledmousepos));
// Create a sorted copy by z-index (highest first)
std::vector<std::shared_ptr<UIDrawable>> sorted_elements(*ui_elements);
std::sort(sorted_elements.begin(), sorted_elements.end(),
[](const auto& a, const auto& b) { return a->z_index > b->z_index; });
// Check elements in z-order (top to bottom)
for (const auto& element : sorted_elements) {
if (!element->visible) continue;
if (auto target = element->click_at(sf::Vector2f(mousepos))) {
target->click_callable->call(mousepos, button, type);
return; // Stop after first handler
}
}
}
void PyScene::doAction(std::string name, std::string type)
{
if (name.compare("left") == 0 || name.compare("rclick") == 0 || name.compare("wheel_up") == 0 || name.compare("wheel_down") == 0) {
do_mouse_input(name, type);
}
else if ACTIONONCE("debug_menu") {
McRFPy_API::REPL();
}
}
void PyScene::render()
{
game->getRenderTarget().clear();
// Only sort if z_index values have changed
if (ui_elements_need_sort) {
std::sort(ui_elements->begin(), ui_elements->end(),
[](const std::shared_ptr<UIDrawable>& a, const std::shared_ptr<UIDrawable>& b) {
return a->z_index < b->z_index;
});
ui_elements_need_sort = false;
}
// Render in sorted order (no need to copy anymore)
for (auto e: *ui_elements)
{
if (e) {
// Track metrics
game->metrics.uiElements++;
if (e->visible) {
game->metrics.visibleElements++;
// Count this as a draw call (each visible element = 1+ draw calls)
game->metrics.drawCalls++;
}
e->render();
}
}
// Display is handled by GameEngine
}