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
89 lines
No EOL
2.8 KiB
Python
89 lines
No EOL
2.8 KiB
Python
#!/usr/bin/env python3
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"""
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Test for Issue #9: Recreate RenderTexture when UIGrid is resized
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This test checks if resizing a UIGrid properly recreates its RenderTexture.
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"""
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import mcrfpy
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from mcrfpy import automation
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import sys
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def run_test(runtime):
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"""Test that UIGrid properly handles resizing"""
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try:
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# Create a grid with initial size
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grid = mcrfpy.Grid(20, 20)
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grid.x = 50
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grid.y = 50
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grid.w = 200
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grid.h = 200
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# Add grid to scene
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scene_ui = mcrfpy.sceneUI("test")
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scene_ui.append(grid)
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# Take initial screenshot
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automation.screenshot("/tmp/grid_initial.png")
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print("Initial grid created at 200x200")
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# Add some visible content to the grid
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for x in range(5):
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for y in range(5):
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grid.at(x, y).color = mcrfpy.Color(255, 0, 0, 255) # Red squares
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automation.screenshot("/tmp/grid_with_content.png")
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print("Added red squares to grid")
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# Test 1: Resize the grid smaller
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print("\nTest 1: Resizing grid to 100x100...")
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grid.w = 100
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grid.h = 100
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automation.screenshot("/tmp/grid_resized_small.png")
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# The grid should still render correctly
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print("✓ Test 1: Grid resized to 100x100")
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# Test 2: Resize the grid larger than initial
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print("\nTest 2: Resizing grid to 400x400...")
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grid.w = 400
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grid.h = 400
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automation.screenshot("/tmp/grid_resized_large.png")
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# Add content at the edges to test if render texture is big enough
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for x in range(15, 20):
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for y in range(15, 20):
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grid.at(x, y).color = mcrfpy.Color(0, 255, 0, 255) # Green squares
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automation.screenshot("/tmp/grid_resized_with_edge_content.png")
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print("✓ Test 2: Grid resized to 400x400 with edge content")
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# Test 3: Resize beyond the hardcoded 1920x1080 limit
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print("\nTest 3: Resizing grid beyond 1920x1080...")
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grid.w = 2000
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grid.h = 1200
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automation.screenshot("/tmp/grid_resized_huge.png")
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# This should fail with the current implementation
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print("✗ Test 3: This likely shows rendering errors due to fixed RenderTexture size")
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print("This is the bug described in Issue #9!")
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print("\nScreenshots saved to /tmp/grid_*.png")
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print("Check grid_resized_huge.png for rendering artifacts")
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except Exception as e:
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print(f"Test error: {e}")
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import traceback
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traceback.print_exc()
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sys.exit(0)
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# Set up the test scene
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mcrfpy.createScene("test")
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mcrfpy.setScene("test")
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# Schedule test to run after game loop starts
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mcrfpy.setTimer("test", run_test, 100) |