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
71 lines
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2.1 KiB
Python
71 lines
No EOL
2.1 KiB
Python
#!/usr/bin/env python3
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"""
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Simple test for Issue #9: RenderTexture resize
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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 RenderTexture resizing"""
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print("Testing Issue #9: RenderTexture resize")
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# Create a scene
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scene_ui = mcrfpy.sceneUI("test")
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# Create a small grid
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print("Creating 50x50 grid with initial size 500x500")
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grid = mcrfpy.Grid(50, 50)
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grid.x = 10
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grid.y = 10
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grid.w = 500
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grid.h = 500
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scene_ui.append(grid)
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# Color some tiles to make it visible
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print("Coloring tiles...")
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for i in range(50):
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# Diagonal line
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grid.at(i, i).color = mcrfpy.Color(255, 0, 0, 255)
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# Borders
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grid.at(i, 0).color = mcrfpy.Color(0, 255, 0, 255)
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grid.at(0, i).color = mcrfpy.Color(0, 0, 255, 255)
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grid.at(i, 49).color = mcrfpy.Color(255, 255, 0, 255)
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grid.at(49, i).color = mcrfpy.Color(255, 0, 255, 255)
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# Take initial screenshot
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automation.screenshot("/tmp/issue_9_before_resize.png")
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print("Screenshot saved: /tmp/issue_9_before_resize.png")
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# Resize to larger than 1920x1080
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print("\nResizing grid to 2500x2500...")
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grid.w = 2500
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grid.h = 2500
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# Take screenshot after resize
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automation.screenshot("/tmp/issue_9_after_resize.png")
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print("Screenshot saved: /tmp/issue_9_after_resize.png")
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# Test individual dimension changes
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print("\nTesting individual dimension changes...")
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grid.w = 3000
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automation.screenshot("/tmp/issue_9_width_3000.png")
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print("Width set to 3000, screenshot: /tmp/issue_9_width_3000.png")
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grid.h = 3000
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automation.screenshot("/tmp/issue_9_both_3000.png")
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print("Height set to 3000, screenshot: /tmp/issue_9_both_3000.png")
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print("\nIf the RenderTexture is properly recreated, all colored tiles")
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print("should be visible in all screenshots, not clipped at 1920x1080.")
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print("\nTest complete - PASS")
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sys.exit(0)
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# Create and set scene
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mcrfpy.createScene("test")
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mcrfpy.setScene("test")
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# Schedule test
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mcrfpy.setTimer("test", run_test, 100) |