McRogueFace/tools/generate_stubs_v2.py
John McCardle 4be2502a10 Fix #161: Update Grid, GridPoint, GridPointState stubs to match current API
- Grid: Update constructor (pos, size, grid_size, texture, ...) and add all
  current properties (zoom, center, layers, FOV, cell events, etc.)
- Grid: Add all methods (find_path, compute_fov, add_layer, entities_in_radius, etc.)
- GridPoint: Replace incorrect properties (texture_index, solid, color) with
  actual API (walkable, transparent, entities, grid_pos)
- GridPointState: Replace incorrect properties with actual API (visible, discovered, point)
- Add missing types: ColorLayer, TileLayer, FOV, AStarPath, DijkstraMap,
  HeightMap, NoiseSource, BSP

Closes #161

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 21:47:26 -05:00

959 lines
No EOL
29 KiB
Python

#!/usr/bin/env python3
"""Generate .pyi type stub files for McRogueFace Python API - Version 2.
This script creates properly formatted type stubs by manually defining
the API based on the documentation we've created.
"""
import os
import mcrfpy
def generate_mcrfpy_stub():
"""Generate the main mcrfpy.pyi stub file."""
return '''"""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 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(pos=(0,0), size=(0,0), grid_size=(2,2), texture=None, ...)
A grid-based tilemap UI element for rendering tile-based levels and game worlds.
Supports layers, FOV, pathfinding, and entity management.
"""
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, pos: Tuple[float, float] = (0, 0),
size: Tuple[float, float] = (0, 0),
grid_size: Tuple[int, int] = (2, 2),
texture: Optional[Texture] = None,
fill_color: Optional[Color] = None,
on_click: Optional[Callable] = None,
center_x: float = 0, center_y: float = 0, zoom: float = 1.0,
visible: bool = True, opacity: float = 1.0,
z_index: int = 0, name: str = '') -> None: ...
# Dimensions
grid_size: Tuple[int, int] # Read-only (grid_w, grid_h)
grid_w: int # Read-only
grid_h: int # Read-only
# Position and size
position: Tuple[float, float]
size: Vector
w: float
h: float
# Camera/viewport
center: Vector # Viewport center point (pan position)
center_x: float
center_y: float
zoom: float # Scale factor for rendering
# Collections
entities: 'EntityCollection' # Entities on this grid
children: 'UICollection' # UI overlays (speech bubbles, effects)
layers: List[Union['ColorLayer', 'TileLayer']] # Grid layers sorted by z_index
# Appearance
texture: Texture # Read-only
fill_color: Color # Background fill color
# Perspective/FOV
perspective: Optional['Entity'] # Entity for FOV rendering (None = omniscient)
perspective_enabled: bool # Whether to use perspective-based FOV
fov: 'FOV' # FOV algorithm enum
fov_radius: int # Default FOV radius
# Cell-level mouse events
on_cell_enter: Optional[Callable[['Vector'], None]]
on_cell_exit: Optional[Callable[['Vector'], None]]
on_cell_click: Optional[Callable[['Vector'], None]]
hovered_cell: Optional[Tuple[int, int]] # Read-only
def at(self, x: int, y: int) -> 'GridPoint':
"""Get grid point at tile coordinates."""
...
def center_camera(self, pos: Optional[Tuple[float, float]] = None) -> None:
"""Center the camera on a tile coordinate."""
...
# FOV methods
def compute_fov(self, pos: Tuple[int, int], radius: int = 0,
light_walls: bool = True, algorithm: Optional['FOV'] = None) -> None:
"""Compute field of view from a position."""
...
def is_in_fov(self, pos: Tuple[int, int]) -> bool:
"""Check if a cell is in the field of view."""
...
# Pathfinding methods
def find_path(self, start: Union[Tuple[int, int], 'Vector', 'Entity'],
end: Union[Tuple[int, int], 'Vector', 'Entity'],
diagonal_cost: float = 1.41) -> Optional['AStarPath']:
"""Compute A* path between two points."""
...
def get_dijkstra_map(self, root: Union[Tuple[int, int], 'Vector', 'Entity'],
diagonal_cost: float = 1.41) -> 'DijkstraMap':
"""Get or create a Dijkstra distance map for a root position."""
...
def clear_dijkstra_maps(self) -> None:
"""Clear all cached Dijkstra maps."""
...
# Layer methods
def add_layer(self, type: str, z_index: int = -1,
texture: Optional[Texture] = None) -> Union['ColorLayer', 'TileLayer']:
"""Add a new layer to the grid."""
...
def remove_layer(self, layer: Union['ColorLayer', 'TileLayer']) -> None:
"""Remove a layer from the grid."""
...
def layer(self, z_index: int) -> Optional[Union['ColorLayer', 'TileLayer']]:
"""Get layer by z_index."""
...
# Spatial queries
def entities_in_radius(self, pos: Union[Tuple[float, float], 'Vector'],
radius: float) -> List['Entity']:
"""Query entities within radius using spatial hash."""
...
# HeightMap application
def apply_threshold(self, source: 'HeightMap', range: Tuple[float, float],
walkable: Optional[bool] = None,
transparent: Optional[bool] = None) -> 'Grid':
"""Apply walkable/transparent properties where heightmap values are in range."""
...
def apply_ranges(self, source: 'HeightMap',
ranges: List[Tuple[Tuple[float, float], Dict[str, bool]]]) -> 'Grid':
"""Apply multiple thresholds in a single pass."""
...
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's properties.
Accessed via Grid.at(x, y). Controls walkability and transparency
for pathfinding and FOV calculations.
"""
walkable: bool # Whether entities can walk through this cell
transparent: bool # Whether light/sight passes through this cell
entities: List['Entity'] # Read-only list of entities at this cell
grid_pos: Tuple[int, int] # Read-only (x, y) position in grid
class GridPointState:
"""Per-entity visibility state for a grid cell.
Tracks what an entity has seen/discovered. Accessed via entity perspective system.
"""
visible: bool # Currently visible in FOV
discovered: bool # Has been seen at least once
point: Optional['GridPoint'] # The GridPoint at this position (None if not discovered)
class ColorLayer:
"""A color overlay layer for Grid.
Provides per-cell color values for tinting, fog of war, etc.
"""
z_index: int
grid: 'Grid' # Read-only parent grid
def fill(self, color: Color) -> None:
"""Fill entire layer with a single color."""
...
def set_color(self, pos: Tuple[int, int], color: Color) -> None:
"""Set color at a specific cell."""
...
def get_color(self, pos: Tuple[int, int]) -> Color:
"""Get color at a specific cell."""
...
class TileLayer:
"""A tile sprite layer for Grid.
Provides per-cell tile indices for multi-layer tile rendering.
"""
z_index: int
grid: 'Grid' # Read-only parent grid
texture: Optional[Texture]
def fill(self, tile_index: int) -> None:
"""Fill entire layer with a single tile index."""
...
def set_tile(self, pos: Tuple[int, int], tile_index: int) -> None:
"""Set tile index at a specific cell."""
...
def get_tile(self, pos: Tuple[int, int]) -> int:
"""Get tile index at a specific cell."""
...
class FOV:
"""Field of view algorithm enum.
Available algorithms:
- FOV.BASIC: Simple raycasting
- FOV.DIAMOND: Diamond-shaped FOV
- FOV.SHADOW: Shadow casting (recommended)
- FOV.PERMISSIVE_0 through FOV.PERMISSIVE_8: Permissive algorithms
- FOV.RESTRICTIVE: Restrictive precise angle shadowcasting
"""
BASIC: 'FOV'
DIAMOND: 'FOV'
SHADOW: 'FOV'
PERMISSIVE_0: 'FOV'
PERMISSIVE_1: 'FOV'
PERMISSIVE_2: 'FOV'
PERMISSIVE_3: 'FOV'
PERMISSIVE_4: 'FOV'
PERMISSIVE_5: 'FOV'
PERMISSIVE_6: 'FOV'
PERMISSIVE_7: 'FOV'
PERMISSIVE_8: 'FOV'
RESTRICTIVE: 'FOV'
class AStarPath:
"""A* pathfinding result.
Returned by Grid.find_path(). Can be iterated or walked step-by-step.
"""
def __iter__(self) -> Any: ...
def __len__(self) -> int: ...
def walk(self) -> Optional[Tuple[int, int]]:
"""Get next step in path, or None if complete."""
...
def reverse(self) -> 'AStarPath':
"""Return a reversed copy of the path."""
...
class DijkstraMap:
"""Dijkstra distance map for pathfinding.
Created by Grid.get_dijkstra_map(). Provides distance queries
and path finding from the root position.
"""
root: Tuple[int, int] # Read-only root position
def get_distance(self, pos: Tuple[int, int]) -> float:
"""Get distance from root to position (-1 if unreachable)."""
...
def get_path(self, pos: Tuple[int, int]) -> Optional[List[Tuple[int, int]]]:
"""Get path from position to root."""
...
class HeightMap:
"""2D height field for terrain generation.
Used for procedural generation and applying terrain to grids.
"""
width: int # Read-only
height: int # Read-only
def __init__(self, width: int, height: int) -> None: ...
def get(self, x: int, y: int) -> float:
"""Get height value at position."""
...
def set(self, x: int, y: int, value: float) -> None:
"""Set height value at position."""
...
def fill(self, value: float) -> 'HeightMap':
"""Fill entire heightmap with a value."""
...
def clear(self) -> 'HeightMap':
"""Clear heightmap to 0."""
...
def normalize(self, min_val: float = 0.0, max_val: float = 1.0) -> 'HeightMap':
"""Normalize values to range."""
...
def add_hill(self, center: Tuple[float, float], radius: float, height: float) -> 'HeightMap':
"""Add a hill at position."""
...
def add_fbm(self, noise: 'NoiseSource', mulx: float = 1.0, muly: float = 1.0,
addx: float = 0.0, addy: float = 0.0, octaves: int = 4,
delta: float = 1.0, scale: float = 1.0) -> 'HeightMap':
"""Add fractal Brownian motion noise."""
...
def scale(self, factor: float) -> 'HeightMap':
"""Scale all values by factor."""
...
def clamp(self, min_val: float, max_val: float) -> 'HeightMap':
"""Clamp values to range."""
...
class NoiseSource:
"""Coherent noise generator for procedural generation.
Supports various noise types: PERLIN, SIMPLEX, WAVELET, etc.
"""
def __init__(self, type: str = 'SIMPLEX', seed: Optional[int] = None) -> None: ...
def get(self, x: float, y: float, z: float = 0.0) -> float:
"""Get noise value at position."""
...
class BSP:
"""Binary space partitioning for dungeon generation.
Recursively subdivides a rectangle into rooms.
"""
x: int
y: int
width: int
height: int
level: int
horizontal: bool
position: int
def __init__(self, x: int, y: int, width: int, height: int) -> None: ...
def split_recursive(self, randomizer: Optional[Any] = None, nb: int = 8,
minHSize: int = 4, minVSize: int = 4,
maxHRatio: float = 1.5, maxVRatio: float = 1.5) -> None:
"""Recursively split the BSP tree."""
...
def traverse(self, callback: Callable[['BSP'], bool],
order: str = 'PRE_ORDER') -> None:
"""Traverse BSP tree calling callback for each node."""
...
def is_leaf(self) -> bool:
"""Check if this is a leaf node (no children)."""
...
def contains(self, x: int, y: int) -> bool:
"""Check if point is within this node's bounds."""
...
def get_left(self) -> Optional['BSP']:
"""Get left child node."""
...
def get_right(self) -> Optional['BSP']:
"""Get right child node."""
...
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 functions
def createSoundBuffer(filename: str) -> int:
"""Load a sound effect from a file and return its buffer ID."""
...
def loadMusic(filename: str) -> None:
"""Load and immediately play background music from a file."""
...
def setMusicVolume(volume: int) -> None:
"""Set the global music volume (0-100)."""
...
def setSoundVolume(volume: int) -> None:
"""Set the global sound effects volume (0-100)."""
...
def playSound(buffer_id: int) -> None:
"""Play a sound effect using a previously loaded buffer."""
...
def getMusicVolume() -> int:
"""Get the current music volume level (0-100)."""
...
def getSoundVolume() -> int:
"""Get the current sound effects volume level (0-100)."""
...
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."""
...
'''
def main():
"""Generate type stubs."""
print("Generating comprehensive type stubs for McRogueFace...")
# Create stubs directory
os.makedirs('stubs', exist_ok=True)
# Write main stub file
with open('stubs/mcrfpy.pyi', 'w') as f:
f.write(generate_mcrfpy_stub())
print("Generated stubs/mcrfpy.pyi")
# Create py.typed marker
with open('stubs/py.typed', 'w') as f:
f.write('')
print("Created py.typed marker")
print("\nType stubs generated successfully!")
print("\nTo use in your IDE:")
print("1. Add the 'stubs' directory to your project")
print("2. Most IDEs will automatically detect the .pyi files")
print("3. For VS Code: add to python.analysis.extraPaths in settings.json")
print("4. For PyCharm: mark 'stubs' directory as Sources Root")
if __name__ == '__main__':
main()