the low-hanging fruit of pre-existing issues and standardizing the
Python interfaces
Special thanks to Claude Code, ~100k output tokens for this merge
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
commit 99f301e3a0
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 16:25:32 2025 -0400
Add position tuple support and pos property to UI elements
closes #83, closes #84
- Issue #83: Add position tuple support to constructors
- Frame and Sprite now accept both (x, y) and ((x, y)) forms
- Also accept Vector objects as position arguments
- Caption and Entity already supported tuple/Vector forms
- Uses PyVector::from_arg for flexible position parsing
- Issue #84: Add pos property to Frame and Sprite
- Added pos getter that returns a Vector
- Added pos setter that accepts Vector or tuple
- Provides consistency with Caption and Entity which already had pos properties
- All UI elements now have a uniform way to get/set positions as Vectors
Both features improve API consistency and make it easier to work with positions.
commit 2f2b488fb5
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 16:18:10 2025 -0400
Standardize sprite_index property and add scale_x/scale_y to UISprite
closes #81, closes #82
- Issue #81: Standardized property name to sprite_index across UISprite and UIEntity
- Added sprite_index as the primary property name
- Kept sprite_number as a deprecated alias for backward compatibility
- Updated repr() methods to use sprite_index
- Updated animation system to recognize both names
- Issue #82: Added scale_x and scale_y properties to UISprite
- Enables non-uniform scaling of sprites
- scale property still works for uniform scaling
- Both properties work with the animation system
All existing code using sprite_number continues to work due to backward compatibility.
commit 5a003a9aa5
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 16:09:52 2025 -0400
Fix multiple low priority issues
closes #12, closes #80, closes #95, closes #96, closes #99
- Issue #12: Set tp_new to NULL for GridPoint and GridPointState to prevent instantiation from Python
- Issue #80: Renamed Caption.size to Caption.font_size for semantic clarity
- Issue #95: Fixed UICollection repr to show actual derived types instead of generic UIDrawable
- Issue #96: Added extend() method to UICollection for API consistency with UIEntityCollection
- Issue #99: Exposed read-only properties for Texture (sprite_width, sprite_height, sheet_width, sheet_height, sprite_count, source) and Font (family, source)
All issues have corresponding tests that verify the fixes work correctly.
commit e5affaf317
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 15:50:09 2025 -0400
Fix critical issues: script loading, entity types, and color properties
- Issue #37: Fix Windows scripts subdirectory not checked
- Updated executeScript() to use executable_path() from platform.h
- Scripts now load correctly when working directory differs from executable
- Issue #76: Fix UIEntityCollection returns wrong type
- Updated UIEntityCollectionIter::next() to check for stored Python object
- Derived Entity classes now preserve their type when retrieved from collections
- Issue #9: Recreate RenderTexture when resized (already fixed)
- Confirmed RenderTexture recreation already implemented in set_size() and set_float_member()
- Uses 1.5x padding and 4096 max size limit
- Issue #79: Fix Color r, g, b, a properties return None
- Implemented get_member() and set_member() in PyColor.cpp
- Color component properties now work correctly with proper validation
- Additional fix: Grid.at() method signature
- Changed from METH_O to METH_VARARGS to accept two arguments
All fixes include comprehensive tests to verify functionality.
closes #37, closes #76, closes #9, closes #79
98 lines
3.4 KiB
C++
98 lines
3.4 KiB
C++
#pragma once
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#include "Common.h"
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#include "Python.h"
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#include "structmember.h"
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#include "IndexTexture.h"
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#include "Resources.h"
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#include <list>
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#include "PyCallable.h"
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#include "PyTexture.h"
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#include "PyColor.h"
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#include "PyVector.h"
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#include "PyFont.h"
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#include "UIDrawable.h"
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#include "UIBase.h"
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class UISprite: public UIDrawable
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{
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private:
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int sprite_index;
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sf::Sprite sprite;
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protected:
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std::shared_ptr<PyTexture> ptex;
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public:
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UISprite();
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UISprite(std::shared_ptr<PyTexture>, int, sf::Vector2f, float);
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void update();
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void render(sf::Vector2f, sf::RenderTarget&) override final;
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virtual UIDrawable* click_at(sf::Vector2f point) override final;
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//void render(sf::Vector2f, sf::RenderTexture&);
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void setPosition(sf::Vector2f);
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sf::Vector2f getPosition();
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void setScale(sf::Vector2f);
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sf::Vector2f getScale() const;
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void setSpriteIndex(int);
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int getSpriteIndex();
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void setTexture(std::shared_ptr<PyTexture> _ptex, int _sprite_index=-1);
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std::shared_ptr<PyTexture> getTexture();
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PyObjectsEnum derived_type() override final;
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// Property system for animations
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bool setProperty(const std::string& name, float value) override;
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bool setProperty(const std::string& name, int value) override;
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bool getProperty(const std::string& name, float& value) const override;
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bool getProperty(const std::string& name, int& value) const override;
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static PyObject* get_float_member(PyUISpriteObject* self, void* closure);
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static int set_float_member(PyUISpriteObject* self, PyObject* value, void* closure);
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static PyObject* get_int_member(PyUISpriteObject* self, void* closure);
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static int set_int_member(PyUISpriteObject* self, PyObject* value, void* closure);
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static PyObject* get_texture(PyUISpriteObject* self, void* closure);
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static int set_texture(PyUISpriteObject* self, PyObject* value, void* closure);
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static PyObject* get_pos(PyUISpriteObject* self, void* closure);
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static int set_pos(PyUISpriteObject* self, PyObject* value, void* closure);
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static PyGetSetDef getsetters[];
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static PyObject* repr(PyUISpriteObject* self);
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static int init(PyUISpriteObject* self, PyObject* args, PyObject* kwds);
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};
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namespace mcrfpydef {
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static PyTypeObject PyUISpriteType = {
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.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
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.tp_name = "mcrfpy.Sprite",
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.tp_basicsize = sizeof(PyUISpriteObject),
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.tp_itemsize = 0,
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.tp_dealloc = (destructor)[](PyObject* self)
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{
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PyUISpriteObject* obj = (PyUISpriteObject*)self;
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// release reference to font object
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//if (obj->texture) Py_DECREF(obj->texture);
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obj->data.reset();
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Py_TYPE(self)->tp_free(self);
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},
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.tp_repr = (reprfunc)UISprite::repr,
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//.tp_hash = NULL,
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//.tp_iter
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//.tp_iternext
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.tp_flags = Py_TPFLAGS_DEFAULT,
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.tp_doc = PyDoc_STR("docstring"),
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//.tp_methods = PyUIFrame_methods,
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//.tp_members = PyUIFrame_members,
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.tp_getset = UISprite::getsetters,
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//.tp_base = NULL,
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.tp_init = (initproc)UISprite::init,
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.tp_new = [](PyTypeObject* type, PyObject* args, PyObject* kwds) -> PyObject*
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{
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PyUISpriteObject* self = (PyUISpriteObject*)type->tp_alloc(type, 0);
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//if (self) self->data = std::make_shared<UICaption>();
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return (PyObject*)self;
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}
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};
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}
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