Add MCRF_HEADLESS compile-time build option for #158

This commit enables McRogueFace to compile without SFML dependencies
when built with -DMCRF_HEADLESS, a prerequisite for Emscripten/WebAssembly
support.

Changes:
- Add src/platform/HeadlessTypes.h (~900 lines of SFML type stubs)
- Consolidate all SFML includes through src/Common.h (15 files fixed)
- Wrap ImGui-SFML with #ifndef MCRF_HEADLESS guards
- Disable debug console/explorer in headless builds
- Add comprehensive research document: docs/EMSCRIPTEN_RESEARCH.md

The headless build compiles successfully but uses stub implementations
that return failure/no-op. This proves the abstraction boundary is clean
and enables future work on alternative backends (VRSFML, Emscripten).

What still works in headless mode:
- Python interpreter and script execution
- libtcod integrations (pathfinding, FOV, noise, BSP, heightmaps)
- Timer system and scene management
- All game logic and data structures

Build commands:
  Normal:   make
  Headless: cmake .. -DCMAKE_CXX_FLAGS="-DMCRF_HEADLESS" && make

Addresses #158

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
John McCardle 2026-01-30 23:09:07 -05:00
commit 7621ae35bb
23 changed files with 1694 additions and 16 deletions

View file

@ -7,8 +7,10 @@
#include "Animation.h"
#include "Timer.h"
#include "BenchmarkLogger.h"
#ifndef MCRF_HEADLESS
#include "imgui.h"
#include "imgui-SFML.h"
#endif
#include <cmath>
#include <Python.h>
@ -84,6 +86,7 @@ GameEngine::GameEngine(const McRogueFaceConfig& cfg)
window->setFramerateLimit(60);
render_target = window.get();
#ifndef MCRF_HEADLESS
// Initialize ImGui for the window
if (ImGui::SFML::Init(*window)) {
imguiInitialized = true;
@ -92,6 +95,7 @@ GameEngine::GameEngine(const McRogueFaceConfig& cfg)
// Load JetBrains Mono for crisp console text (will be overridden by .ini if present)
ImGuiConsole::reloadFont(16.0f);
}
#endif
}
visible = render_target->getDefaultView();
@ -195,10 +199,12 @@ void GameEngine::cleanup()
}
// Shutdown ImGui AFTER window is closed to avoid X11 BadCursor errors
#ifndef MCRF_HEADLESS
if (imguiInitialized) {
ImGui::SFML::Shutdown();
imguiInitialized = false;
}
#endif
}
Scene* GameEngine::currentScene() { return scenes[scene]; }
@ -318,10 +324,12 @@ void GameEngine::run()
if (!headless) {
sUserInput();
#ifndef MCRF_HEADLESS
// Update ImGui
if (imguiInitialized) {
ImGui::SFML::Update(*window, clock.getElapsedTime());
}
#endif
}
if (!paused)
{
@ -360,12 +368,14 @@ void GameEngine::run()
profilerOverlay->render(*render_target);
}
#ifndef MCRF_HEADLESS
// Render ImGui overlays (console and scene explorer)
if (imguiInitialized && !headless) {
console.render();
sceneExplorer.render(*this);
ImGui::SFML::Render(*window);
}
#endif
// Record work time before display (which may block for vsync/framerate limit)
metrics.workTime = clock.getElapsedTime().asSeconds() * 1000.0f;
@ -554,6 +564,7 @@ void GameEngine::sUserInput()
sf::Event event;
while (window && window->pollEvent(event))
{
#ifndef MCRF_HEADLESS
// Process event through ImGui first
if (imguiInitialized) {
ImGui::SFML::ProcessEvent(*window, event);
@ -579,6 +590,7 @@ void GameEngine::sUserInput()
continue;
}
}
#endif
processEvent(event);
}