McRogueFace/src/PyAnimation.cpp
John McCardle eb88c7b3aa Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.

- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors

Example usage:
```python
def on_complete(anim, target):
    player_moving = False

anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-13 22:55:39 -04:00

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C++

#include "PyAnimation.h"
#include "McRFPy_API.h"
#include "UIDrawable.h"
#include "UIFrame.h"
#include "UICaption.h"
#include "UISprite.h"
#include "UIGrid.h"
#include "UIEntity.h"
#include "UI.h" // For the PyTypeObject definitions
#include <cstring>
PyObject* PyAnimation::create(PyTypeObject* type, PyObject* args, PyObject* kwds) {
PyAnimationObject* self = (PyAnimationObject*)type->tp_alloc(type, 0);
if (self != NULL) {
// Will be initialized in init
}
return (PyObject*)self;
}
int PyAnimation::init(PyAnimationObject* self, PyObject* args, PyObject* kwds) {
static const char* keywords[] = {"property", "target", "duration", "easing", "delta", "callback", nullptr};
const char* property_name;
PyObject* target_value;
float duration;
const char* easing_name = "linear";
int delta = 0;
PyObject* callback = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sOf|spO", const_cast<char**>(keywords),
&property_name, &target_value, &duration, &easing_name, &delta, &callback)) {
return -1;
}
// Validate callback is callable if provided
if (callback && callback != Py_None && !PyCallable_Check(callback)) {
PyErr_SetString(PyExc_TypeError, "callback must be callable");
return -1;
}
// Convert None to nullptr for C++
if (callback == Py_None) {
callback = nullptr;
}
// Convert Python target value to AnimationValue
AnimationValue animValue;
if (PyFloat_Check(target_value)) {
animValue = static_cast<float>(PyFloat_AsDouble(target_value));
}
else if (PyLong_Check(target_value)) {
animValue = static_cast<int>(PyLong_AsLong(target_value));
}
else if (PyList_Check(target_value)) {
// List of integers for sprite animation
std::vector<int> indices;
Py_ssize_t size = PyList_Size(target_value);
for (Py_ssize_t i = 0; i < size; i++) {
PyObject* item = PyList_GetItem(target_value, i);
if (PyLong_Check(item)) {
indices.push_back(PyLong_AsLong(item));
} else {
PyErr_SetString(PyExc_TypeError, "Sprite animation list must contain only integers");
return -1;
}
}
animValue = indices;
}
else if (PyTuple_Check(target_value)) {
Py_ssize_t size = PyTuple_Size(target_value);
if (size == 2) {
// Vector2f
float x = PyFloat_AsDouble(PyTuple_GetItem(target_value, 0));
float y = PyFloat_AsDouble(PyTuple_GetItem(target_value, 1));
animValue = sf::Vector2f(x, y);
}
else if (size == 3 || size == 4) {
// Color (RGB or RGBA)
int r = PyLong_AsLong(PyTuple_GetItem(target_value, 0));
int g = PyLong_AsLong(PyTuple_GetItem(target_value, 1));
int b = PyLong_AsLong(PyTuple_GetItem(target_value, 2));
int a = size == 4 ? PyLong_AsLong(PyTuple_GetItem(target_value, 3)) : 255;
animValue = sf::Color(r, g, b, a);
}
else {
PyErr_SetString(PyExc_ValueError, "Tuple must have 2 elements (vector) or 3-4 elements (color)");
return -1;
}
}
else if (PyUnicode_Check(target_value)) {
// String for text animation
const char* str = PyUnicode_AsUTF8(target_value);
animValue = std::string(str);
}
else {
PyErr_SetString(PyExc_TypeError, "Target value must be float, int, list, tuple, or string");
return -1;
}
// Get easing function
EasingFunction easingFunc = EasingFunctions::getByName(easing_name);
// Create the Animation
self->data = std::make_shared<Animation>(property_name, animValue, duration, easingFunc, delta != 0, callback);
return 0;
}
void PyAnimation::dealloc(PyAnimationObject* self) {
self->data.reset();
Py_TYPE(self)->tp_free((PyObject*)self);
}
PyObject* PyAnimation::get_property(PyAnimationObject* self, void* closure) {
return PyUnicode_FromString(self->data->getTargetProperty().c_str());
}
PyObject* PyAnimation::get_duration(PyAnimationObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getDuration());
}
PyObject* PyAnimation::get_elapsed(PyAnimationObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getElapsed());
}
PyObject* PyAnimation::get_is_complete(PyAnimationObject* self, void* closure) {
return PyBool_FromLong(self->data->isComplete());
}
PyObject* PyAnimation::get_is_delta(PyAnimationObject* self, void* closure) {
return PyBool_FromLong(self->data->isDelta());
}
PyObject* PyAnimation::start(PyAnimationObject* self, PyObject* args) {
PyObject* target_obj;
if (!PyArg_ParseTuple(args, "O", &target_obj)) {
return NULL;
}
// Check type by comparing type names
const char* type_name = Py_TYPE(target_obj)->tp_name;
if (strcmp(type_name, "mcrfpy.Frame") == 0) {
PyUIFrameObject* frame = (PyUIFrameObject*)target_obj;
if (frame->data) {
self->data->start(frame->data);
AnimationManager::getInstance().addAnimation(self->data);
}
}
else if (strcmp(type_name, "mcrfpy.Caption") == 0) {
PyUICaptionObject* caption = (PyUICaptionObject*)target_obj;
if (caption->data) {
self->data->start(caption->data);
AnimationManager::getInstance().addAnimation(self->data);
}
}
else if (strcmp(type_name, "mcrfpy.Sprite") == 0) {
PyUISpriteObject* sprite = (PyUISpriteObject*)target_obj;
if (sprite->data) {
self->data->start(sprite->data);
AnimationManager::getInstance().addAnimation(self->data);
}
}
else if (strcmp(type_name, "mcrfpy.Grid") == 0) {
PyUIGridObject* grid = (PyUIGridObject*)target_obj;
if (grid->data) {
self->data->start(grid->data);
AnimationManager::getInstance().addAnimation(self->data);
}
}
else if (strcmp(type_name, "mcrfpy.Entity") == 0) {
// Special handling for Entity since it doesn't inherit from UIDrawable
PyUIEntityObject* entity = (PyUIEntityObject*)target_obj;
if (entity->data) {
self->data->startEntity(entity->data);
AnimationManager::getInstance().addAnimation(self->data);
}
}
else {
PyErr_SetString(PyExc_TypeError, "Target must be a Frame, Caption, Sprite, Grid, or Entity");
return NULL;
}
Py_RETURN_NONE;
}
PyObject* PyAnimation::update(PyAnimationObject* self, PyObject* args) {
float deltaTime;
if (!PyArg_ParseTuple(args, "f", &deltaTime)) {
return NULL;
}
bool still_running = self->data->update(deltaTime);
return PyBool_FromLong(still_running);
}
PyObject* PyAnimation::get_current_value(PyAnimationObject* self, PyObject* args) {
AnimationValue value = self->data->getCurrentValue();
// Convert AnimationValue back to Python
return std::visit([](const auto& val) -> PyObject* {
using T = std::decay_t<decltype(val)>;
if constexpr (std::is_same_v<T, float>) {
return PyFloat_FromDouble(val);
}
else if constexpr (std::is_same_v<T, int>) {
return PyLong_FromLong(val);
}
else if constexpr (std::is_same_v<T, std::vector<int>>) {
// This shouldn't happen as we interpolate to int
return PyLong_FromLong(0);
}
else if constexpr (std::is_same_v<T, sf::Color>) {
return Py_BuildValue("(iiii)", val.r, val.g, val.b, val.a);
}
else if constexpr (std::is_same_v<T, sf::Vector2f>) {
return Py_BuildValue("(ff)", val.x, val.y);
}
else if constexpr (std::is_same_v<T, std::string>) {
return PyUnicode_FromString(val.c_str());
}
Py_RETURN_NONE;
}, value);
}
PyObject* PyAnimation::complete(PyAnimationObject* self, PyObject* args) {
if (self->data) {
self->data->complete();
}
Py_RETURN_NONE;
}
PyObject* PyAnimation::has_valid_target(PyAnimationObject* self, PyObject* args) {
if (self->data && self->data->hasValidTarget()) {
Py_RETURN_TRUE;
}
Py_RETURN_FALSE;
}
PyGetSetDef PyAnimation::getsetters[] = {
{"property", (getter)get_property, NULL, "Target property name", NULL},
{"duration", (getter)get_duration, NULL, "Animation duration in seconds", NULL},
{"elapsed", (getter)get_elapsed, NULL, "Elapsed time in seconds", NULL},
{"is_complete", (getter)get_is_complete, NULL, "Whether animation is complete", NULL},
{"is_delta", (getter)get_is_delta, NULL, "Whether animation uses delta mode", NULL},
{NULL}
};
PyMethodDef PyAnimation::methods[] = {
{"start", (PyCFunction)start, METH_VARARGS,
"start(target) -> None\n\n"
"Start the animation on a target UI element.\n\n"
"Args:\n"
" target: The UI element to animate (Frame, Caption, Sprite, Grid, or Entity)\n\n"
"Note:\n"
" The animation will automatically stop if the target is destroyed."},
{"update", (PyCFunction)update, METH_VARARGS,
"Update the animation by deltaTime (returns True if still running)"},
{"get_current_value", (PyCFunction)get_current_value, METH_NOARGS,
"Get the current interpolated value"},
{"complete", (PyCFunction)complete, METH_NOARGS,
"complete() -> None\n\n"
"Complete the animation immediately by jumping to the final value."},
{"hasValidTarget", (PyCFunction)has_valid_target, METH_NOARGS,
"hasValidTarget() -> bool\n\n"
"Check if the animation still has a valid target.\n\n"
"Returns:\n"
" True if the target still exists, False if it was destroyed."},
{NULL}
};