Python Binding Layer
The Python Binding Layer exposes C++ engine functionality to Python using Python's C API. This system allows game logic to be written in Python while maintaining C++ rendering performance.
Quick Reference
Related Issues:
- #126 - Generate Perfectly Consistent Python Interface
- #109 - Vector Convenience Methods
- #92 - Inline C++ Documentation System (Closed - Implemented)
Key Files:
src/McRFPy_API.h/src/McRFPy_API.cpp- Main Python module definitionsrc/McRFPy_Doc.h- Documentation macro system (MCRF_METHOD, MCRF_PROPERTY, etc.)src/PyObjectUtils.h- Utility functions for Python/C++ conversionsrc/UIDrawable.h-RET_PY_INSTANCEmacro pattern- Individual class binding files:
src/Py*.cpp
Reference Documentation:
- Adding-Python-Bindings - Step-by-step workflow guide
Architecture Overview
Module Structure
mcrfpy (C extension module)
|-- Types
| |-- UI: Frame, Caption, Sprite, Grid, Entity
| |-- Geometry: Arc, Circle, Line
| |-- Grid Layers: TileLayer, ColorLayer
| |-- Data: Color, Vector, Texture, Font
| |-- Scene: Scene (with children, on_key)
| |-- Timer: Timer (with stop, pause, resume)
| |-- Pathfinding: AStarPath, DijkstraMap
| |-- Enums: Key, MouseButton, InputState, Easing
| +-- Tiled: TileSetFile, WangSet, LdtkProject, AutoRuleSet
|
|-- Module Functions
| |-- current_scene (property)
| |-- step(dt)
| |-- start_benchmark(), end_benchmark(), log_benchmark()
| +-- find() (scene lookup)
|
+-- Submodules
+-- automation (screenshots, mouse, keyboard)
Entry Point: src/McRFPy_API.cpp::PyInit_mcrfpy()
Binding Patterns
Pattern 1: PyGetSetDef for Properties
Properties exposed via getter/setter arrays:
PyGetSetDef UISprite::getsetters[] = {
{"x", (getter)Drawable::get_member, (setter)Drawable::set_member,
MCRF_PROPERTY(x, "X coordinate of the sprite."),
(void*)SPRITE_X},
{"texture", (getter)UISprite::get_texture, (setter)UISprite::set_texture,
MCRF_PROPERTY(texture, "Sprite texture reference."),
NULL},
{NULL} // Sentinel
};
Pattern 2: PyMethodDef for Methods
Methods exposed via method definition arrays:
PyMethodDef UIGrid::methods[] = {
{"at", (PyCFunction)UIGrid::at, METH_VARARGS | METH_KEYWORDS,
MCRF_METHOD(Grid, at,
MCRF_SIG("(x: int, y: int)", "GridPoint"),
MCRF_DESC("Access grid cell at position."),
MCRF_ARGS_START
MCRF_ARG("x", "X coordinate")
MCRF_ARG("y", "Y coordinate")
MCRF_RETURNS("GridPoint object at that position")
)},
{NULL}
};
Pattern 3: RET_PY_INSTANCE Macro
Converting C++ objects to Python requires type-aware allocation:
RET_PY_INSTANCE(target);
// Expands to switch on target->derived_type():
// - Allocates correct Python type (Frame, Caption, Sprite, Grid)
// - Assigns shared_ptr to data member
// - Returns PyObject*
File: src/UIDrawable.h
Documentation Macro System
Since October 2025, all Python-facing documentation uses macros from src/McRFPy_Doc.h:
#include "McRFPy_Doc.h"
// Method documentation
MCRF_METHOD(ClassName, method_name,
MCRF_SIG("(arg: type)", "return_type"),
MCRF_DESC("What the method does."),
MCRF_ARGS_START
MCRF_ARG("arg", "Argument description")
MCRF_RETURNS("Return value description")
)
// Property documentation
MCRF_PROPERTY(property_name, "Description of the property.")
This ensures documentation stays in sync with code. See tools/generate_dynamic_docs.py for the extraction pipeline.
Common Patterns
Type Preservation in Collections
Challenge: Shared pointers can lose Python type information when retrieved from collections.
Solution: Use RET_PY_INSTANCE when returning from collections, which checks derived_type() to allocate the correct Python wrapper.
Constructor Keywords
All public types use keyword arguments:
# UI types
frame = mcrfpy.Frame(pos=(100, 200), size=(300, 150))
caption = mcrfpy.Caption(text="Hello", pos=(10, 10))
sprite = mcrfpy.Sprite(x=50, y=50, sprite_index=0)
# Grid types
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(0, 0), size=(800, 600))
entity = mcrfpy.Entity(grid_pos=(10, 10), sprite_index=42)
# Data types
color = mcrfpy.Color(255, 128, 0, 200)
texture = mcrfpy.Texture("assets/sprites/tileset.png", 16, 16)
# Scene and Timer
scene = mcrfpy.Scene("my_scene")
timer = mcrfpy.Timer("my_timer", callback, 500) # callback(timer, runtime)
PyArgHelpers
Standardized argument parsing for tuples vs separate args:
#include "PyArgHelpers.h"
// Accept both (x, y) and x, y formats
PyArgParseTuple_IntIntHelper(args, kwds, x, y, "position", "x", "y");
Key Subsystems
Scene System
Scenes are first-class Python objects:
scene = mcrfpy.Scene("game")
scene.children.append(mcrfpy.Frame(pos=(0, 0), size=(100, 100)))
scene.on_key = lambda key, action: None # Key enum, InputState enum
mcrfpy.current_scene = scene
Animation System
Animation is a method on UIDrawable objects:
frame.animate("x", 500.0, 2.0, mcrfpy.Easing.EASE_IN_OUT)
frame.animate("opacity", 0.0, 1.0, mcrfpy.Easing.LINEAR, callback=on_done)
# callback receives (target, property_name, final_value)
Timer System
Timers are objects with control methods:
t = mcrfpy.Timer("update", callback, 100) # callback(timer, runtime_ms)
t.pause()
t.resume()
t.stop()
t.restart()
# Properties: name, interval, callback, active, paused, stopped, remaining, once
Input Enums
mcrfpy.Key.W # Keyboard keys
mcrfpy.MouseButton.LEFT # Mouse buttons
mcrfpy.InputState.PRESSED # Input states (PRESSED, RELEASED, HOLD)
mcrfpy.Easing.EASE_IN_OUT # Animation easing functions
Current Issues & Limitations
Consistency:
Type Preservation:
- Collections can lose Python derived types
- Workaround:
RET_PY_INSTANCEmacro
Design Decisions
Why Python C API vs pybind11/SWIG?
- Fine-grained control over type system
- Direct integration with CPython internals
- No third-party dependencies
- Zero-overhead abstraction
Tradeoffs:
- More verbose than pybind11
- Manual memory management required
- But: Full control, no "magic"
Next Steps:
- Review Adding-Python-Bindings for the step-by-step workflow
- See
docs/api_reference_dynamic.htmlfor the generated API reference