- 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 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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) |