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

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# McRogueFace Emscripten & Renderer Abstraction Research
**Date**: 2026-01-30
**Branch**: `emscripten-mcrogueface`
**Related Issues**: #157 (True Headless), #158 (Emscripten/WASM)
## Executive Summary
This document analyzes the technical requirements for:
1. **SFML 2.6 → 3.0 migration** (modernization)
2. **Emscripten/WebAssembly compilation** (browser deployment)
Both goals share a common prerequisite: **renderer abstraction**. The codebase already has a partial abstraction via `sf::RenderTarget*` pointer, but SFML types are pervasive (1276 occurrences across 78 files).
**Key Insight**: This is a **build-time configuration**, not runtime switching. The standard McRogueFace binary remains a dynamic environment; Emscripten builds bundle assets and scripts at compile time.
---
## Current Architecture Analysis
### Existing Abstraction Strengths
1. **RenderTarget Pointer Pattern** (`GameEngine.h:156`)
```cpp
sf::RenderTarget* render_target;
// Points to either window.get() or headless_renderer->getRenderTarget()
```
This already decouples rendering logic from the specific backend.
2. **HeadlessRenderer** (`src/HeadlessRenderer.h`)
- Uses `sf::RenderTexture` internally
- Provides unified interface: `getRenderTarget()`, `display()`, `saveScreenshot()`
- Demonstrates the pattern for additional backends
3. **UIDrawable Hierarchy**
- Virtual `render(sf::Vector2f, sf::RenderTarget&)` method
- 7 drawable types: Frame, Caption, Sprite, Entity, Grid, Line, Circle, Arc
- Each manages its own SFML primitives internally
4. **Asset Wrappers**
- `PyTexture`, `PyFont`, `PyShader` wrap SFML types
- Python reference counting integrated
- Single point of change for asset loading APIs
### Current SFML Coupling Points
| Area | Count | Difficulty | Notes |
|------|-------|------------|-------|
| `sf::Vector2f` | ~200+ | Medium | Used everywhere for positions, sizes |
| `sf::Color` | ~100+ | Easy | Simple 4-byte struct replacement |
| `sf::FloatRect` | ~50+ | Medium | Bounds, intersection testing |
| `sf::RenderTexture` | ~20 | Hard | Shader effects, caching |
| `sf::Sprite/Text` | ~30 | Hard | Core rendering primitives |
| `sf::Event` | ~15 | Medium | Input system coupling |
| `sf::Keyboard/Mouse` | ~50+ | Easy | Enum mappings |
Total: **1276 occurrences across 78 files**
---
## SFML 3.0 Migration Analysis
### Breaking Changes Requiring Code Updates
#### 1. Vector Parameters (High Impact)
```cpp
// SFML 2.6
setPosition(10, 20);
sf::VideoMode(1024, 768, 32);
sf::FloatRect(x, y, w, h);
// SFML 3.0
setPosition({10, 20});
sf::VideoMode({1024, 768}, 32);
sf::FloatRect({x, y}, {w, h});
```
**Strategy**: Regex-based search/replace with manual verification.
#### 2. Rect Member Changes (Medium Impact)
```cpp
// SFML 2.6
rect.left, rect.top, rect.width, rect.height
rect.getPosition(), rect.getSize()
// SFML 3.0
rect.position.x, rect.position.y, rect.size.x, rect.size.y
rect.position, rect.size // direct access
rect.findIntersection() -> std::optional<Rect<T>>
```
#### 3. Resource Constructors (Low Impact)
```cpp
// SFML 2.6
sf::Sound sound; // default constructible
sound.setBuffer(buffer);
// SFML 3.0
sf::Sound sound(buffer); // requires buffer at construction
```
#### 4. Keyboard/Mouse Enum Scoping (Medium Impact)
```cpp
// SFML 2.6
sf::Keyboard::A
sf::Mouse::Left
// SFML 3.0
sf::Keyboard::Key::A
sf::Mouse::Button::Left
```
#### 5. Event Handling (Medium Impact)
```cpp
// SFML 2.6
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) ...
}
// SFML 3.0
while (auto event = window.pollEvent()) {
if (event->is<sf::Event::Closed>()) ...
}
```
#### 6. CMake Target Changes
```cmake
# SFML 2.6
find_package(SFML 2 REQUIRED COMPONENTS graphics audio)
target_link_libraries(app sfml-graphics sfml-audio)
# SFML 3.0
find_package(SFML 3 REQUIRED COMPONENTS Graphics Audio)
target_link_libraries(app SFML::Graphics SFML::Audio)
```
### Migration Effort Estimate
| Phase | Files | Changes | Effort |
|-------|-------|---------|--------|
| CMakeLists.txt | 1 | Target names | 1 hour |
| Vector parameters | 30+ | ~200 calls | 4-8 hours |
| Rect refactoring | 20+ | ~50 usages | 2-4 hours |
| Event handling | 5 | ~15 sites | 2 hours |
| Keyboard/Mouse | 10 | ~50 enums | 2 hours |
| Resource constructors | 10 | ~30 sites | 2 hours |
| **Total** | - | - | **~15-25 hours** |
---
## Emscripten/VRSFML Analysis
### Why VRSFML Over Waiting for SFML 4.x?
1. **Available Now**: VRSFML is working today with browser demos
2. **Modern OpenGL**: Removes legacy calls, targets OpenGL ES 3.0+ (WebGL 2)
3. **SFML_GAME_LOOP Macro**: Handles blocking vs callback loop abstraction
4. **Performance**: 500k sprites @ 60FPS vs 3 FPS upstream (batching)
5. **SFML 4.x Timeline**: Unknown, potentially years away
### VRSFML API Differences from SFML
| Feature | SFML 2.6/3.0 | VRSFML |
|---------|--------------|--------|
| Default constructors | Allowed | Not allowed for resources |
| Texture ownership | Pointer in Sprite | Passed at draw time |
| Context management | Hidden global | Explicit `GraphicsContext` |
| Drawable base class | Polymorphic | Removed |
| Loading methods | `loadFromFile()` returns bool | Returns `std::optional` |
| Main loop | `while(running)` | `SFML_GAME_LOOP { }` |
### Main Loop Refactoring
Current blocking loop:
```cpp
void GameEngine::run() {
while (running) {
processEvents();
update();
render();
display();
}
}
```
Emscripten-compatible pattern:
```cpp
// Option A: VRSFML macro
SFML_GAME_LOOP {
processEvents();
update();
render();
display();
}
// Option B: Manual Emscripten integration
#ifdef __EMSCRIPTEN__
void mainLoopCallback() {
if (!game.running) {
emscripten_cancel_main_loop();
return;
}
game.doFrame();
}
emscripten_set_main_loop(mainLoopCallback, 0, 1);
#else
while (running) { doFrame(); }
#endif
```
**Recommendation**: Use preprocessor-based approach with `doFrame()` extraction for cleaner separation.
---
## Build-Time Configuration Strategy
### Normal Build (Desktop)
- Dynamic loading of assets from `assets/` directory
- Python scripts loaded from `scripts/` directory at runtime
- Full McRogueFace environment with dynamic game loading
### Emscripten Build (Web)
- Assets bundled via `--preload-file assets`
- Scripts bundled via `--preload-file scripts`
- Virtual filesystem (MEMFS/IDBFS)
- Optional: Script linting with Pyodide before bundling
- Single-purpose deployment (one game per build)
### CMake Configuration
```cmake
option(MCRF_BUILD_EMSCRIPTEN "Build for Emscripten/WebAssembly" OFF)
if(MCRF_BUILD_EMSCRIPTEN)
set(CMAKE_TOOLCHAIN_FILE ${CMAKE_SOURCE_DIR}/cmake/toolchains/emscripten.cmake)
add_definitions(-DMCRF_EMSCRIPTEN)
# Bundle assets
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} \
--preload-file ${CMAKE_SOURCE_DIR}/assets@/assets \
--preload-file ${CMAKE_SOURCE_DIR}/scripts@/scripts")
endif()
```
---
## Phased Implementation Plan
### Phase 0: Preparation (This PR)
- [ ] Create `docs/EMSCRIPTEN_RESEARCH.md` (this document)
- [ ] Update Gitea issues #157, #158 with findings
- [ ] Identify specific files requiring changes
- [ ] Create test matrix for rendering features
### Phase 1: Type Abstraction Layer
**Goal**: Isolate SFML types behind McRogueFace wrappers
```cpp
// src/types/McrfTypes.h
namespace mcrf {
using Vector2f = sf::Vector2f; // Alias initially, replace later
using Color = sf::Color;
using FloatRect = sf::FloatRect;
}
```
Changes:
- [ ] Create `src/types/` directory with wrapper types
- [ ] Gradually replace `sf::` with `mcrf::` namespace
- [ ] Update Common.h to provide both namespaces during transition
### Phase 2: Main Loop Extraction
**Goal**: Make game loop callback-compatible
- [ ] Extract `GameEngine::doFrame()` from `run()`
- [ ] Add `#ifdef __EMSCRIPTEN__` conditional in `run()`
- [ ] Test that desktop behavior is unchanged
### Phase 3: Render Backend Interface
**Goal**: Abstract RenderTarget operations
```cpp
class RenderBackend {
public:
virtual ~RenderBackend() = default;
virtual void clear(const Color& color) = 0;
virtual void draw(const Sprite& sprite) = 0;
virtual void draw(const Text& text) = 0;
virtual void display() = 0;
virtual bool isOpen() const = 0;
virtual Vector2u getSize() const = 0;
};
class SFMLBackend : public RenderBackend { ... };
class VRSFMLBackend : public RenderBackend { ... }; // Future
```
### Phase 4: SFML 3.0 Migration
**Goal**: Update to SFML 3.0 API
- [ ] Update CMakeLists.txt targets
- [ ] Fix vector parameter calls
- [ ] Fix rect member access
- [ ] Fix event handling
- [ ] Fix keyboard/mouse enums
- [ ] Test thoroughly
### Phase 5: VRSFML Integration (Experimental)
**Goal**: Add VRSFML as alternative backend
- [ ] Add VRSFML as submodule/dependency
- [ ] Implement VRSFMLBackend
- [ ] Add Emscripten CMake configuration
- [ ] Test in browser
### Phase 6: Python-in-WASM
**Goal**: Get Python scripting working in browser
**High Risk** - This is the major unknown:
- [ ] Build CPython for Emscripten
- [ ] Test `McRFPy_API` binding compatibility
- [ ] Evaluate Pyodide vs raw CPython
- [ ] Handle filesystem virtualization
- [ ] Test threading limitations
---
## Risk Assessment
| Risk | Probability | Impact | Mitigation |
|------|-------------|--------|------------|
| SFML 3.0 breaks unexpected code | Medium | Medium | Comprehensive test suite |
| VRSFML API too different | Low | High | Can fork/patch VRSFML |
| Python-in-WASM fails | Medium | Critical | Evaluate Pyodide early |
| Performance regression | Low | Medium | Benchmark before/after |
| Binary size too large | Medium | Medium | Lazy loading, stdlib trimming |
---
## References
### SFML 3.0
- [Migration Guide](https://www.sfml-dev.org/tutorials/3.0/getting-started/migrate/)
- [Changelog](https://www.sfml-dev.org/development/changelog/)
- [Release Notes](https://github.com/SFML/SFML/releases/tag/3.0.0)
### VRSFML/Emscripten
- [VRSFML Blog Post](https://vittorioromeo.com/index/blog/vrsfml.html)
- [VRSFML GitHub](https://github.com/vittorioromeo/VRSFML)
- [Browser Demos](https://vittorioromeo.github.io/VRSFML_HTML5_Examples/)
### Python WASM
- [PEP 776 - Python Emscripten Support](https://peps.python.org/pep-0776/)
- [CPython WASM Build Guide](https://github.com/python/cpython/blob/main/Tools/wasm/README.md)
- [Pyodide](https://github.com/pyodide/pyodide)
### Related Issues
- [SFML Emscripten Discussion #1494](https://github.com/SFML/SFML/issues/1494)
- [libtcod Emscripten #41](https://github.com/libtcod/libtcod/issues/41)
---
## Appendix A: File-by-File SFML Usage Inventory
### Critical Files (Must Abstract for Emscripten)
| File | SFML Types Used | Role | Abstraction Difficulty |
|------|-----------------|------|------------------------|
| `GameEngine.h/cpp` | RenderWindow, Clock, Font, Event | Main loop, window | **CRITICAL** |
| `HeadlessRenderer.h/cpp` | RenderTexture | Headless backend | **CRITICAL** |
| `UIDrawable.h/cpp` | Vector2f, RenderTarget, FloatRect | Base render interface | **HARD** |
| `UIFrame.h/cpp` | RectangleShape, Vector2f, Color | Container rendering | **HARD** |
| `UISprite.h/cpp` | Sprite, Texture, Vector2f | Texture display | **HARD** |
| `UICaption.h/cpp` | Text, Font, Vector2f, Color | Text rendering | **HARD** |
| `UIGrid.h/cpp` | RenderTexture, Sprite, Vector2f | Tile grid system | **HARD** |
| `UIEntity.h/cpp` | Sprite, Vector2f | Game entities | **HARD** |
| `UICircle.h/cpp` | CircleShape, Vector2f, Color | Circle shape | **MEDIUM** |
| `UILine.h/cpp` | VertexArray, Vector2f, Color | Line rendering | **MEDIUM** |
| `UIArc.h/cpp` | CircleShape segments, Vector2f | Arc shape | **MEDIUM** |
| `Scene.h/cpp` | Vector2f, RenderTarget | Scene management | **MEDIUM** |
| `SceneTransition.h/cpp` | RenderTexture, Sprite | Transitions | **MEDIUM** |
### Wrapper Files (Already Partially Abstracted)
| File | SFML Types Wrapped | Python API | Notes |
|------|-------------------|------------|-------|
| `PyVector.h/cpp` | sf::Vector2f | Vector | Ready for backend swap |
| `PyColor.h/cpp` | sf::Color | Color | Ready for backend swap |
| `PyTexture.h/cpp` | sf::Texture | Texture | Asset loading needs work |
| `PyFont.h/cpp` | sf::Font | Font | Asset loading needs work |
| `PyShader.h/cpp` | sf::Shader | Shader | Optional feature |
### Input System Files
| File | SFML Types Used | Notes |
|------|-----------------|-------|
| `ActionCode.h` | Keyboard::Key, Mouse::Button | Enum encoding only |
| `PyKey.h/cpp` | Keyboard::Key enum | 140+ key mappings |
| `PyMouseButton.h/cpp` | Mouse::Button enum | Simple enum |
| `PyKeyboard.h/cpp` | Keyboard::isKeyPressed | State queries |
| `PyMouse.h/cpp` | Mouse::getPosition | Position queries |
| `PyInputState.h/cpp` | None (pure enum) | No SFML dependency |
### Support Files (Low Priority)
| File | SFML Types Used | Notes |
|------|-----------------|-------|
| `Animation.h/cpp` | Vector2f, Color (as values) | Pure data animation |
| `GridLayers.h/cpp` | RenderTexture, Color | Layer caching |
| `IndexTexture.h/cpp` | Texture, IntRect | Legacy texture format |
| `Resources.h/cpp` | Font | Global font storage |
| `ProfilerOverlay.cpp` | Text, RectangleShape | Debug overlay |
| `McRFPy_Automation.h/cpp` | Various | Testing only |
---
## Appendix B: Recommended First Steps
### Immediate (Non-Breaking Changes)
1. **Extract `GameEngine::doFrame()`**
- Move loop body to separate method
- No API changes, just internal refactoring
- Enables future Emscripten callback integration
2. **Create type aliases in Common.h**
```cpp
namespace mcrf {
using Vector2f = sf::Vector2f;
using Vector2i = sf::Vector2i;
using Color = sf::Color;
using FloatRect = sf::FloatRect;
}
```
- Allows gradual migration from `sf::` to `mcrf::`
- No functional changes
3. **Document current render path**
- Add comments to key rendering functions
- Identify all `target.draw()` call sites
- Create rendering flow diagram
### Short-Term (Preparation for SFML 3.0)
1. **Audit vector parameter calls**
- Find all `setPosition(x, y)` style calls
- Prepare regex patterns for migration
2. **Audit rect member access**
- Find all `.left`, `.top`, `.width`, `.height` uses
- Prepare for `.position.x`, `.size.x` style
3. **Test suite expansion**
- Add rendering validation tests
- Screenshot comparison tests
- Animation correctness tests
---
## Appendix C: libtcod Architecture Analysis
**Key Finding**: libtcod uses a much simpler abstraction pattern than initially proposed.
### libtcod's Context Vtable Pattern
libtcod doesn't wrap every SDL type. Instead, it abstracts at the **context level** using a C-style vtable:
```c
struct TCOD_Context {
int type;
void* contextdata_; // Backend-specific data (opaque pointer)
// Function pointers - the "vtable"
void (*c_destructor_)(struct TCOD_Context* self);
TCOD_Error (*c_present_)(struct TCOD_Context* self,
const TCOD_Console* console,
const TCOD_ViewportOptions* viewport);
void (*c_pixel_to_tile_)(struct TCOD_Context* self, double* x, double* y);
TCOD_Error (*c_save_screenshot_)(struct TCOD_Context* self, const char* filename);
struct SDL_Window* (*c_get_sdl_window_)(struct TCOD_Context* self);
TCOD_Error (*c_set_tileset_)(struct TCOD_Context* self, TCOD_Tileset* tileset);
TCOD_Error (*c_screen_capture_)(struct TCOD_Context* self, ...);
// ... more operations
};
```
### How Backends Implement It
Each renderer fills in the function pointers:
```c
// In renderer_sdl2.c
context->c_destructor_ = sdl2_destructor;
context->c_present_ = sdl2_present;
context->c_get_sdl_window_ = sdl2_get_window;
// ...
// In renderer_xterm.c
context->c_destructor_ = xterm_destructor;
context->c_present_ = xterm_present;
// ...
```
### Conditional Compilation with NO_SDL
libtcod uses simple preprocessor guards:
```c
// In CMakeLists.txt
if(LIBTCOD_SDL3)
target_link_libraries(${PROJECT_NAME} PUBLIC SDL3::SDL3)
else()
target_compile_definitions(${PROJECT_NAME} PUBLIC NO_SDL)
endif()
// In source files
#ifndef NO_SDL
#include <SDL3/SDL.h>
// ... SDL-dependent code ...
#endif
```
**47 files** use this pattern. When building headless, SDL code is simply excluded.
### Why This Pattern Works
1. **Core functionality is SDL-independent**: Console manipulation, pathfinding, FOV, noise, BSP, etc. don't need SDL
2. **Only rendering needs abstraction**: The `TCOD_Context` is the single point of abstraction
3. **Minimal API surface**: Just ~10 function pointers instead of wrapping every primitive
4. **Backend-specific data is opaque**: `contextdata_` holds renderer-specific state
### Implications for McRogueFace
**libtcod's approach suggests we should NOT try to abstract every `sf::` type.**
Instead, consider:
1. **Keep SFML types internally** - `sf::Vector2f`, `sf::Color`, `sf::FloatRect` are fine
2. **Abstract at the RenderContext level** - One vtable for window/rendering operations
3. **Use `#ifndef NO_SFML` guards** - Compile-time backend selection
4. **Create alternative backend for Emscripten** - WebGL + canvas implementation
### Proposed McRogueFace Context Pattern
```cpp
struct McRF_RenderContext {
void* backend_data; // SFML or WebGL specific data
// Function pointers
void (*destroy)(McRF_RenderContext* self);
void (*clear)(McRF_RenderContext* self, uint32_t color);
void (*present)(McRF_RenderContext* self);
void (*draw_sprite)(McRF_RenderContext* self, const Sprite* sprite);
void (*draw_text)(McRF_RenderContext* self, const Text* text);
void (*draw_rect)(McRF_RenderContext* self, const Rect* rect);
bool (*poll_event)(McRF_RenderContext* self, Event* event);
void (*screenshot)(McRF_RenderContext* self, const char* path);
// ...
};
// SFML backend
McRF_RenderContext* mcrf_sfml_context_new(int width, int height, const char* title);
// Emscripten backend (future)
McRF_RenderContext* mcrf_webgl_context_new(const char* canvas_id);
```
### Comparison: Original Plan vs libtcod-Inspired Plan
| Aspect | Original Plan | libtcod-Inspired Plan |
|--------|---------------|----------------------|
| Type abstraction | Replace all `sf::*` with `mcrf::*` | Keep `sf::*` internally |
| Abstraction point | Every primitive type | Single Context object |
| Files affected | 78+ files | ~10 core files |
| Compile-time switching | Complex namespace aliasing | Simple `#ifndef NO_SFML` |
| Backend complexity | Full reimplementation | Focused vtable |
**Recommendation**: Adopt libtcod's simpler pattern. Focus abstraction on the rendering context, not on data types.
---
## Appendix D: Headless Build Experiment Results
**Experiment Date**: 2026-01-30
**Branch**: `emscripten-mcrogueface`
### Objective
Attempt to compile McRogueFace without SFML dependencies to identify true coupling points.
### What We Created
1. **`src/platform/HeadlessTypes.h`** - Complete SFML type stubs (~600 lines):
- Vector2f, Vector2i, Vector2u
- Color with standard color constants
- FloatRect, IntRect
- Time, Clock (with chrono-based implementation)
- Transform, Vertex, View
- Shape hierarchy (RectangleShape, CircleShape, etc.)
- Texture, Sprite, Font, Text stubs
- RenderTarget, RenderTexture, RenderWindow stubs
- Audio stubs (Sound, Music, SoundBuffer)
- Input stubs (Keyboard, Mouse, Event)
- Shader stub
2. **Modified `src/Common.h`** - Conditional include:
```cpp
#ifdef MCRF_HEADLESS
#include "platform/HeadlessTypes.h"
#else
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#endif
```
### Build Attempt Result
**SUCCESS** - Headless build compiles after consolidating includes and adding stubs.
### Work Completed
#### 1. Consolidated SFML Includes
**15 files** had direct SFML includes that bypassed Common.h. All were modified to use `#include "Common.h"` instead:
| File | Original Include | Fixed |
|------|------------------|-------|
| `main.cpp` | `<SFML/Graphics.hpp>` | ✓ |
| `Animation.h` | `<SFML/Graphics.hpp>` | ✓ |
| `GridChunk.h` | `<SFML/Graphics.hpp>` | ✓ |
| `GridLayers.h` | `<SFML/Graphics.hpp>` | ✓ |
| `HeadlessRenderer.h` | `<SFML/Graphics.hpp>` | ✓ |
| `SceneTransition.h` | `<SFML/Graphics.hpp>` | ✓ |
| `McRFPy_Automation.h` | `<SFML/Graphics.hpp>`, `<SFML/Window.hpp>` | ✓ |
| `PyWindow.cpp` | `<SFML/Graphics.hpp>` | ✓ |
| `ActionCode.h` | `<SFML/Window/Keyboard.hpp>` | ✓ |
| `PyKey.h` | `<SFML/Window/Keyboard.hpp>` | ✓ |
| `PyMouseButton.h` | `<SFML/Window/Mouse.hpp>` | ✓ |
| `PyBSP.h` | `<SFML/System/Vector2.hpp>` | ✓ |
| `UIGridPathfinding.h` | `<SFML/System/Vector2.hpp>` | ✓ |
#### 2. Wrapped ImGui-SFML with Guards
ImGui-SFML is disabled entirely in headless builds since debug tools can't be accessed through the API:
| File | Changes |
|------|---------|
| `GameEngine.h` | Guarded includes and member variables |
| `GameEngine.cpp` | Guarded all ImGui::SFML calls |
| `ImGuiConsole.h/cpp` | Entire file wrapped with `#ifndef MCRF_HEADLESS` |
| `ImGuiSceneExplorer.h/cpp` | Entire file wrapped with `#ifndef MCRF_HEADLESS` |
| `McRFPy_API.cpp` | Guarded ImGuiConsole include and setEnabled call |
#### 3. Extended HeadlessTypes.h
The stub file grew from ~700 lines to ~900 lines with additional types and methods:
**Types Added:**
- `sf::Image` - For screenshot functionality
- `sf::Glsl::Vec3`, `sf::Glsl::Vec4` - For shader uniforms
- `sf::BlendMode` - For rendering states
- `sf::CurrentTextureType` - For shader texture binding
**Methods Added:**
- `Font::Info` struct and `Font::getInfo()`
- `Texture::update()` overloads
- `Texture::copyToImage()`
- `Transform::getInverse()`
- `RenderStates` constructors from Transform, BlendMode, Shader*
- `Music::getDuration()`, `getPlayingOffset()`, `setPlayingOffset()`
- `SoundBuffer::getDuration()`
- `RenderWindow::setMouseCursorGrabbed()`
- `sf::err()` stream function
- Keyboard aliases: `BackSpace`, `BackSlash`, `SemiColon`, `Dash`
### Build Commands
```bash
# Normal SFML build (default)
make
# Headless build (no SFML dependency)
mkdir build-headless && cd build-headless
cmake .. -DCMAKE_CXX_FLAGS="-DMCRF_HEADLESS" -DCMAKE_BUILD_TYPE=Debug
make
```
### Key Insight
The libtcod approach of `#ifndef NO_SDL` guards works when **all platform includes go through a single point**. The consolidation of 15+ bypass points into Common.h was the prerequisite that made this work.
### Actual Effort
| Task | Files | Time |
|------|-------|------|
| Replace direct SFML includes with Common.h | 15 | ~30 min |
| Wrap ImGui-SFML in guards | 5 | ~20 min |
| Extend HeadlessTypes.h with missing stubs | 1 | ~1 hour |
| Fix compilation errors iteratively | - | ~1 hour |
**Total**: ~3 hours for clean headless compilation
### Next Steps
1. **Test Python bindings** - Ensure mcrfpy module loads in headless mode
2. **Add CMake option** - `option(MCRF_HEADLESS "Build without graphics" OFF)`
3. **Link-time validation** - Verify no SFML symbols are referenced
4. **Emscripten testing** - Try building with emcc

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@ -1,4 +1,4 @@
#include <SFML/Window/Keyboard.hpp>
#include "Common.h"
class ActionCode
{

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@ -5,7 +5,7 @@
#include <memory>
#include <variant>
#include <vector>
#include <SFML/Graphics.hpp>
#include "Common.h"
#include "Python.h"
// Forward declarations

View file

@ -1,6 +1,24 @@
# pragma once
// =============================================================================
// Platform Selection
// =============================================================================
// Define MCRF_HEADLESS to build without SFML graphics/audio dependencies.
// This enables headless operation for servers, CI, and Emscripten builds.
//
// Build with: cmake -DMCRF_HEADLESS=ON ..
// =============================================================================
#ifdef MCRF_HEADLESS
// Use headless type stubs instead of SFML
#include "platform/HeadlessTypes.h"
#define MCRF_GRAPHICS_BACKEND "headless"
#else
// Use SFML for graphics and audio
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#define MCRF_GRAPHICS_BACKEND "sfml"
#endif
// Maximum dimension for grids, layers, and heightmaps (8192x8192 = 256MB of float data)
// Prevents integer overflow in size calculations and limits memory allocation

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);
}

View file

@ -10,8 +10,10 @@
#include "HeadlessRenderer.h"
#include "SceneTransition.h"
#include "Profiler.h"
#ifndef MCRF_HEADLESS
#include "ImGuiConsole.h"
#include "ImGuiSceneExplorer.h"
#endif
#include <memory>
#include <sstream>
#include <mutex>
@ -194,10 +196,12 @@ private:
int overlayUpdateCounter = 0; // Only update overlay every N frames
ProfilerOverlay* profilerOverlay = nullptr; // The actual overlay renderer
#ifndef MCRF_HEADLESS
// ImGui console overlay
ImGuiConsole console;
ImGuiSceneExplorer sceneExplorer;
bool imguiInitialized = false;
#endif
// #219 - Thread synchronization for background Python threads
FrameLock frameLock;

View file

@ -1,6 +1,5 @@
#pragma once
#include "Common.h"
#include <SFML/Graphics.hpp>
#include <vector>
#include <memory>
#include "UIGridPoint.h"

View file

@ -2,7 +2,6 @@
#include "Common.h"
#include "Python.h"
#include "structmember.h"
#include <SFML/Graphics.hpp>
#include <libtcod.h>
#include <memory>
#include <vector>

View file

@ -1,7 +1,7 @@
#ifndef HEADLESS_RENDERER_H
#define HEADLESS_RENDERER_H
#include <SFML/Graphics.hpp>
#include "Common.h"
#include <memory>
#include <string>

View file

@ -1,3 +1,8 @@
// ImGuiConsole.cpp - Debug console using ImGui
// This file is excluded from headless builds (no GUI/debug interface needed)
#ifndef MCRF_HEADLESS
#include "ImGuiConsole.h"
#include "imgui.h"
#include "imgui_internal.h" // For ImGuiSettingsHandler, ImHashStr, MarkIniSettingsDirty
@ -445,3 +450,5 @@ void ImGuiConsole::renderCodeEditor() {
ImGui::End();
}
#endif // MCRF_HEADLESS

View file

@ -1,5 +1,8 @@
#pragma once
// ImGuiConsole - excluded from headless builds (no GUI/debug interface)
#ifndef MCRF_HEADLESS
#include <string>
#include <vector>
#include <deque>
@ -71,3 +74,5 @@ private:
// Scroll state
bool scrollToBottom = true;
};
#endif // MCRF_HEADLESS

View file

@ -1,3 +1,8 @@
// ImGuiSceneExplorer.cpp - Debug scene hierarchy explorer using ImGui
// This file is excluded from headless builds (no GUI/debug interface needed)
#ifndef MCRF_HEADLESS
#include "ImGuiSceneExplorer.h"
#include "imgui.h"
#include "GameEngine.h"
@ -283,3 +288,5 @@ const char* ImGuiSceneExplorer::getTypeName(UIDrawable* drawable) {
default: return "Unknown";
}
}
#endif // MCRF_HEADLESS

View file

@ -1,5 +1,8 @@
#pragma once
// ImGuiSceneExplorer - excluded from headless builds (no GUI/debug interface)
#ifndef MCRF_HEADLESS
#include <string>
#include <memory>
@ -44,3 +47,5 @@ private:
// Get type name string
const char* getTypeName(UIDrawable* drawable);
};
#endif // MCRF_HEADLESS

View file

@ -32,7 +32,9 @@
#include "PyUniformCollection.h" // Shader uniform collection (#106)
#include "McRogueFaceVersion.h"
#include "GameEngine.h"
#ifndef MCRF_HEADLESS
#include "ImGuiConsole.h"
#endif
#include "BenchmarkLogger.h"
#include "UI.h"
#include "UILine.h"
@ -1552,7 +1554,9 @@ PyObject* McRFPy_API::_setDevConsole(PyObject* self, PyObject* args) {
return NULL;
}
#ifndef MCRF_HEADLESS
ImGuiConsole::setEnabled(enabled);
#endif
Py_RETURN_NONE;
}

View file

@ -1,8 +1,6 @@
#pragma once
#include "Common.h"
#include "Python.h"
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <string>
#include <chrono>
#include <thread>

View file

@ -6,7 +6,6 @@
#include <cstdint>
#include <unordered_map>
#include <map>
#include <SFML/System/Vector2.hpp>
// Forward declarations
class PyBSP;

View file

@ -1,7 +1,6 @@
#pragma once
#include "Common.h"
#include "Python.h"
#include <SFML/Window/Keyboard.hpp>
// Module-level Key enum class (created at runtime using Python's IntEnum)
// Stored as a module attribute: mcrfpy.Key

View file

@ -1,7 +1,6 @@
#pragma once
#include "Common.h"
#include "Python.h"
#include <SFML/Window/Mouse.hpp>
// Module-level MouseButton enum class (created at runtime using Python's IntEnum)
// Stored as a module attribute: mcrfpy.MouseButton

View file

@ -2,7 +2,7 @@
#include "GameEngine.h"
#include "McRFPy_API.h"
#include "McRFPy_Doc.h"
#include <SFML/Graphics.hpp>
#include "Common.h"
#include <cstring>
// Singleton instance - static variable, not a class member

View file

@ -1,6 +1,5 @@
#pragma once
#include "Common.h"
#include <SFML/Graphics.hpp>
#include <string>
#include <memory>

View file

@ -3,7 +3,6 @@
#include "Python.h"
#include "UIBase.h" // For PyUIGridObject typedef
#include <libtcod.h>
#include <SFML/System/Vector2.hpp>
#include <vector>
#include <memory>
#include <map>

View file

@ -1,4 +1,4 @@
#include <SFML/Graphics.hpp>
#include "Common.h"
#include "GameEngine.h"
#include "CommandLineParser.h"
#include "McRogueFaceConfig.h"

View file

@ -0,0 +1,917 @@
// HeadlessTypes.h - SFML type stubs for headless/no-graphics builds
// This file provides minimal type definitions that allow McRogueFace
// to compile without linking against SFML.
//
// Part of the Emscripten research branch (emscripten-mcrogueface)
#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include <functional>
#include <chrono>
namespace sf {
// Forward declarations (needed for RenderWindow)
struct Event;
class Keyboard;
class Mouse;
// =============================================================================
// Type Aliases (SFML compatibility)
// =============================================================================
using Uint8 = uint8_t;
using Uint16 = uint16_t;
using Uint32 = uint32_t;
using Uint64 = uint64_t;
using Int8 = int8_t;
using Int16 = int16_t;
using Int32 = int32_t;
using Int64 = int64_t;
// =============================================================================
// Vector Types
// =============================================================================
template<typename T>
struct Vector2 {
T x = 0;
T y = 0;
Vector2() = default;
Vector2(T x_, T y_) : x(x_), y(y_) {}
template<typename U>
explicit Vector2(const Vector2<U>& other) : x(static_cast<T>(other.x)), y(static_cast<T>(other.y)) {}
Vector2 operator+(const Vector2& rhs) const { return Vector2(x + rhs.x, y + rhs.y); }
Vector2 operator-(const Vector2& rhs) const { return Vector2(x - rhs.x, y - rhs.y); }
Vector2 operator*(T scalar) const { return Vector2(x * scalar, y * scalar); }
Vector2 operator/(T scalar) const { return Vector2(x / scalar, y / scalar); }
Vector2& operator+=(const Vector2& rhs) { x += rhs.x; y += rhs.y; return *this; }
Vector2& operator-=(const Vector2& rhs) { x -= rhs.x; y -= rhs.y; return *this; }
Vector2& operator*=(T scalar) { x *= scalar; y *= scalar; return *this; }
Vector2& operator/=(T scalar) { x /= scalar; y /= scalar; return *this; }
bool operator==(const Vector2& rhs) const { return x == rhs.x && y == rhs.y; }
bool operator!=(const Vector2& rhs) const { return !(*this == rhs); }
Vector2 operator-() const { return Vector2(-x, -y); }
};
using Vector2f = Vector2<float>;
using Vector2i = Vector2<int>;
using Vector2u = Vector2<unsigned int>;
template<typename T>
Vector2<T> operator*(T scalar, const Vector2<T>& vec) { return vec * scalar; }
// =============================================================================
// Color Type
// =============================================================================
struct Color {
uint8_t r = 0;
uint8_t g = 0;
uint8_t b = 0;
uint8_t a = 255;
Color() = default;
Color(uint8_t r_, uint8_t g_, uint8_t b_, uint8_t a_ = 255) : r(r_), g(g_), b(b_), a(a_) {}
bool operator==(const Color& rhs) const { return r == rhs.r && g == rhs.g && b == rhs.b && a == rhs.a; }
bool operator!=(const Color& rhs) const { return !(*this == rhs); }
// Standard colors
static const Color Black;
static const Color White;
static const Color Red;
static const Color Green;
static const Color Blue;
static const Color Yellow;
static const Color Magenta;
static const Color Cyan;
static const Color Transparent;
};
// Static color definitions (need to be in a .cpp file for real builds)
inline const Color Color::Black(0, 0, 0);
inline const Color Color::White(255, 255, 255);
inline const Color Color::Red(255, 0, 0);
inline const Color Color::Green(0, 255, 0);
inline const Color Color::Blue(0, 0, 255);
inline const Color Color::Yellow(255, 255, 0);
inline const Color Color::Magenta(255, 0, 255);
inline const Color Color::Cyan(0, 255, 255);
inline const Color Color::Transparent(0, 0, 0, 0);
// =============================================================================
// Rectangle Types
// =============================================================================
template<typename T>
struct Rect {
T left = 0;
T top = 0;
T width = 0;
T height = 0;
Rect() = default;
Rect(T left_, T top_, T width_, T height_) : left(left_), top(top_), width(width_), height(height_) {}
Rect(const Vector2<T>& position, const Vector2<T>& size)
: left(position.x), top(position.y), width(size.x), height(size.y) {}
bool contains(T x, T y) const {
return x >= left && x < left + width && y >= top && y < top + height;
}
bool contains(const Vector2<T>& point) const { return contains(point.x, point.y); }
bool intersects(const Rect& other) const {
return left < other.left + other.width && left + width > other.left &&
top < other.top + other.height && top + height > other.top;
}
Vector2<T> getPosition() const { return Vector2<T>(left, top); }
Vector2<T> getSize() const { return Vector2<T>(width, height); }
};
using FloatRect = Rect<float>;
using IntRect = Rect<int>;
// =============================================================================
// Time Types
// =============================================================================
class Time {
int64_t microseconds_ = 0;
public:
Time() = default;
float asSeconds() const { return microseconds_ / 1000000.0f; }
int32_t asMilliseconds() const { return static_cast<int32_t>(microseconds_ / 1000); }
int64_t asMicroseconds() const { return microseconds_; }
static Time Zero;
friend Time seconds(float amount);
friend Time milliseconds(int32_t amount);
friend Time microseconds(int64_t amount);
};
inline Time Time::Zero;
inline Time seconds(float amount) { Time t; t.microseconds_ = static_cast<int64_t>(amount * 1000000); return t; }
inline Time milliseconds(int32_t amount) { Time t; t.microseconds_ = amount * 1000; return t; }
inline Time microseconds(int64_t amount) { Time t; t.microseconds_ = amount; return t; }
class Clock {
int64_t start_time_ = 0;
static int64_t now_microseconds() {
// Use C++11 chrono for portable timing
auto now = std::chrono::high_resolution_clock::now();
auto duration = now.time_since_epoch();
return std::chrono::duration_cast<std::chrono::microseconds>(duration).count();
}
public:
Clock() : start_time_(now_microseconds()) {}
Time getElapsedTime() const {
return microseconds(now_microseconds() - start_time_);
}
Time restart() {
int64_t now = now_microseconds();
int64_t elapsed = now - start_time_;
start_time_ = now;
return microseconds(elapsed);
}
};
// =============================================================================
// Transform (minimal stub)
// =============================================================================
class Transform {
public:
Transform() = default;
Transform& translate(float x, float y) { return *this; }
Transform& translate(const Vector2f& offset) { return translate(offset.x, offset.y); }
Transform& rotate(float angle) { return *this; }
Transform& rotate(float angle, const Vector2f& center) { return *this; }
Transform& scale(float factorX, float factorY) { return *this; }
Transform& scale(const Vector2f& factors) { return scale(factors.x, factors.y); }
Vector2f transformPoint(float x, float y) const { return Vector2f(x, y); }
Vector2f transformPoint(const Vector2f& point) const { return point; }
FloatRect transformRect(const FloatRect& rect) const { return rect; }
Transform getInverse() const { return Transform(); }
Transform operator*(const Transform& rhs) const { return Transform(); }
Vector2f operator*(const Vector2f& point) const { return point; }
static const Transform Identity;
};
inline const Transform Transform::Identity;
// =============================================================================
// Vertex (for custom geometry)
// =============================================================================
struct Vertex {
Vector2f position;
Color color;
Vector2f texCoords;
Vertex() = default;
Vertex(const Vector2f& pos) : position(pos), color(Color::White) {}
Vertex(const Vector2f& pos, const Color& col) : position(pos), color(col) {}
Vertex(const Vector2f& pos, const Vector2f& tex) : position(pos), color(Color::White), texCoords(tex) {}
Vertex(const Vector2f& pos, const Color& col, const Vector2f& tex) : position(pos), color(col), texCoords(tex) {}
};
// =============================================================================
// View (camera)
// =============================================================================
class View {
Vector2f center_;
Vector2f size_;
float rotation_ = 0.0f;
FloatRect viewport_{0, 0, 1, 1};
public:
View() : center_(0, 0), size_(1000, 1000) {}
View(const FloatRect& rect) : center_(rect.left + rect.width/2, rect.top + rect.height/2), size_(rect.width, rect.height) {}
View(const Vector2f& center, const Vector2f& size) : center_(center), size_(size) {}
void setCenter(float x, float y) { center_ = Vector2f(x, y); }
void setCenter(const Vector2f& center) { center_ = center; }
void setSize(float width, float height) { size_ = Vector2f(width, height); }
void setSize(const Vector2f& size) { size_ = size; }
void setRotation(float angle) { rotation_ = angle; }
void setViewport(const FloatRect& viewport) { viewport_ = viewport; }
const Vector2f& getCenter() const { return center_; }
const Vector2f& getSize() const { return size_; }
float getRotation() const { return rotation_; }
const FloatRect& getViewport() const { return viewport_; }
void move(float offsetX, float offsetY) { center_.x += offsetX; center_.y += offsetY; }
void move(const Vector2f& offset) { center_ += offset; }
void rotate(float angle) { rotation_ += angle; }
void zoom(float factor) { size_ *= factor; }
Transform getTransform() const { return Transform::Identity; }
Transform getInverseTransform() const { return Transform::Identity; }
};
// =============================================================================
// Rendering Stubs (no-op implementations)
// =============================================================================
enum PrimitiveType {
Points,
Lines,
LineStrip,
Triangles,
TriangleStrip,
TriangleFan,
Quads // Deprecated in SFML 3.0
};
// BlendMode stub
struct BlendMode {
BlendMode() = default;
static const BlendMode Alpha;
static const BlendMode Add;
static const BlendMode Multiply;
static const BlendMode None;
};
inline const BlendMode BlendMode::Alpha{};
inline const BlendMode BlendMode::Add{};
inline const BlendMode BlendMode::Multiply{};
inline const BlendMode BlendMode::None{};
// Forward declare Shader for RenderStates
class Shader;
class RenderStates {
public:
RenderStates() = default;
RenderStates(const Transform& transform) {} // Implicit conversion from Transform
RenderStates(const BlendMode& mode) {}
RenderStates(const Shader* shader) {} // Implicit conversion from Shader pointer
static const RenderStates Default;
};
inline const RenderStates RenderStates::Default;
// Forward declarations for rendering types
class RenderTarget;
class RenderTexture;
class RenderWindow;
class Texture;
class Font;
class Shader;
// Drawable base class (no-op)
class Drawable {
public:
virtual ~Drawable() = default;
protected:
friend class RenderTarget;
virtual void draw(RenderTarget& target, RenderStates states) const = 0;
};
// Transformable base class
class Transformable {
protected:
Vector2f position_;
float rotation_ = 0.0f;
Vector2f scale_{1.0f, 1.0f};
Vector2f origin_;
public:
virtual ~Transformable() = default;
void setPosition(float x, float y) { position_ = Vector2f(x, y); }
void setPosition(const Vector2f& position) { position_ = position; }
void setRotation(float angle) { rotation_ = angle; }
void setScale(float factorX, float factorY) { scale_ = Vector2f(factorX, factorY); }
void setScale(const Vector2f& factors) { scale_ = factors; }
void setOrigin(float x, float y) { origin_ = Vector2f(x, y); }
void setOrigin(const Vector2f& origin) { origin_ = origin; }
const Vector2f& getPosition() const { return position_; }
float getRotation() const { return rotation_; }
const Vector2f& getScale() const { return scale_; }
const Vector2f& getOrigin() const { return origin_; }
void move(float offsetX, float offsetY) { position_.x += offsetX; position_.y += offsetY; }
void move(const Vector2f& offset) { position_ += offset; }
void rotate(float angle) { rotation_ += angle; }
void scale(float factorX, float factorY) { scale_.x *= factorX; scale_.y *= factorY; }
void scale(const Vector2f& factor) { scale_.x *= factor.x; scale_.y *= factor.y; }
Transform getTransform() const { return Transform::Identity; }
Transform getInverseTransform() const { return Transform::Identity; }
};
// =============================================================================
// Shape Classes (stubs)
// =============================================================================
class Shape : public Drawable, public Transformable {
protected:
Color fillColor_ = Color::White;
Color outlineColor_ = Color::White;
float outlineThickness_ = 0.0f;
public:
void setFillColor(const Color& color) { fillColor_ = color; }
void setOutlineColor(const Color& color) { outlineColor_ = color; }
void setOutlineThickness(float thickness) { outlineThickness_ = thickness; }
const Color& getFillColor() const { return fillColor_; }
const Color& getOutlineColor() const { return outlineColor_; }
float getOutlineThickness() const { return outlineThickness_; }
virtual FloatRect getLocalBounds() const { return FloatRect(); }
virtual FloatRect getGlobalBounds() const { return FloatRect(); }
protected:
void draw(RenderTarget& target, RenderStates states) const override {}
};
class RectangleShape : public Shape {
Vector2f size_;
public:
RectangleShape(const Vector2f& size = Vector2f(0, 0)) : size_(size) {}
void setSize(const Vector2f& size) { size_ = size; }
const Vector2f& getSize() const { return size_; }
FloatRect getLocalBounds() const override { return FloatRect(0, 0, size_.x, size_.y); }
FloatRect getGlobalBounds() const override { return FloatRect(position_.x, position_.y, size_.x, size_.y); }
};
class CircleShape : public Shape {
float radius_ = 0.0f;
size_t pointCount_ = 30;
public:
CircleShape(float radius = 0, size_t pointCount = 30) : radius_(radius), pointCount_(pointCount) {}
void setRadius(float radius) { radius_ = radius; }
float getRadius() const { return radius_; }
void setPointCount(size_t count) { pointCount_ = count; }
size_t getPointCount() const { return pointCount_; }
FloatRect getLocalBounds() const override { return FloatRect(0, 0, radius_ * 2, radius_ * 2); }
};
class ConvexShape : public Shape {
std::vector<Vector2f> points_;
public:
ConvexShape(size_t pointCount = 0) : points_(pointCount) {}
void setPointCount(size_t count) { points_.resize(count); }
size_t getPointCount() const { return points_.size(); }
void setPoint(size_t index, const Vector2f& point) { if (index < points_.size()) points_[index] = point; }
Vector2f getPoint(size_t index) const { return index < points_.size() ? points_[index] : Vector2f(); }
};
// =============================================================================
// VertexArray
// =============================================================================
class VertexArray : public Drawable {
std::vector<Vertex> vertices_;
PrimitiveType primitiveType_ = Points;
public:
VertexArray() = default;
VertexArray(PrimitiveType type, size_t vertexCount = 0) : vertices_(vertexCount), primitiveType_(type) {}
size_t getVertexCount() const { return vertices_.size(); }
Vertex& operator[](size_t index) { return vertices_[index]; }
const Vertex& operator[](size_t index) const { return vertices_[index]; }
void clear() { vertices_.clear(); }
void resize(size_t vertexCount) { vertices_.resize(vertexCount); }
void append(const Vertex& vertex) { vertices_.push_back(vertex); }
void setPrimitiveType(PrimitiveType type) { primitiveType_ = type; }
PrimitiveType getPrimitiveType() const { return primitiveType_; }
FloatRect getBounds() const { return FloatRect(); }
protected:
void draw(RenderTarget& target, RenderStates states) const override {}
};
// =============================================================================
// Texture (stub)
// =============================================================================
// Image (stub) - defined before Texture since Texture::copyToImage returns it
class Image {
Vector2u size_;
std::vector<Uint8> pixels_;
public:
Image() = default;
void create(unsigned int width, unsigned int height, const Color& color = Color::Black) {
size_ = Vector2u(width, height);
pixels_.resize(width * height * 4, 0);
}
bool loadFromFile(const std::string& filename) { return false; }
bool saveToFile(const std::string& filename) const { return false; }
Vector2u getSize() const { return size_; }
void setPixel(unsigned int x, unsigned int y, const Color& color) {
if (x < size_.x && y < size_.y) {
size_t idx = (y * size_.x + x) * 4;
pixels_[idx] = color.r;
pixels_[idx + 1] = color.g;
pixels_[idx + 2] = color.b;
pixels_[idx + 3] = color.a;
}
}
Color getPixel(unsigned int x, unsigned int y) const {
if (x < size_.x && y < size_.y) {
size_t idx = (y * size_.x + x) * 4;
return Color(pixels_[idx], pixels_[idx + 1], pixels_[idx + 2], pixels_[idx + 3]);
}
return Color::Black;
}
const Uint8* getPixelsPtr() const { return pixels_.data(); }
};
// Forward declare RenderWindow for Texture::update
class RenderWindow;
class Texture {
Vector2u size_;
public:
Texture() = default;
bool create(unsigned int width, unsigned int height) { size_ = Vector2u(width, height); return true; }
bool loadFromFile(const std::string& filename) { return false; }
bool loadFromMemory(const void* data, size_t size) { return false; }
Vector2u getSize() const { return size_; }
void setSmooth(bool smooth) {}
bool isSmooth() const { return false; }
void setRepeated(bool repeated) {}
bool isRepeated() const { return false; }
Image copyToImage() const { Image img; img.create(size_.x, size_.y); return img; }
void update(const RenderWindow& window) {}
void update(const Uint8* pixels) {}
void update(const Uint8* pixels, unsigned int width, unsigned int height, unsigned int x, unsigned int y) {}
};
// =============================================================================
// Sprite (stub)
// =============================================================================
class Sprite : public Drawable, public Transformable {
const Texture* texture_ = nullptr;
IntRect textureRect_;
Color color_ = Color::White;
public:
Sprite() = default;
Sprite(const Texture& texture) : texture_(&texture) {}
Sprite(const Texture& texture, const IntRect& rectangle) : texture_(&texture), textureRect_(rectangle) {}
void setTexture(const Texture& texture, bool resetRect = false) { texture_ = &texture; }
void setTextureRect(const IntRect& rectangle) { textureRect_ = rectangle; }
void setColor(const Color& color) { color_ = color; }
const Texture* getTexture() const { return texture_; }
const IntRect& getTextureRect() const { return textureRect_; }
const Color& getColor() const { return color_; }
FloatRect getLocalBounds() const { return FloatRect(0, 0, static_cast<float>(textureRect_.width), static_cast<float>(textureRect_.height)); }
FloatRect getGlobalBounds() const { return FloatRect(position_.x, position_.y, static_cast<float>(textureRect_.width), static_cast<float>(textureRect_.height)); }
protected:
void draw(RenderTarget& target, RenderStates states) const override {}
};
// =============================================================================
// Text and Font (stubs)
// =============================================================================
class Font {
public:
struct Info {
std::string family;
};
Font() = default;
bool loadFromFile(const std::string& filename) { return false; }
bool loadFromMemory(const void* data, size_t sizeInBytes) { return false; }
const Info& getInfo() const { static Info info; return info; }
};
class Text : public Drawable, public Transformable {
std::string string_;
const Font* font_ = nullptr;
unsigned int characterSize_ = 30;
Color fillColor_ = Color::White;
Color outlineColor_ = Color::Black;
float outlineThickness_ = 0.0f;
uint32_t style_ = 0;
public:
enum Style { Regular = 0, Bold = 1, Italic = 2, Underlined = 4, StrikeThrough = 8 };
Text() = default;
Text(const std::string& string, const Font& font, unsigned int characterSize = 30)
: string_(string), font_(&font), characterSize_(characterSize) {}
void setString(const std::string& string) { string_ = string; }
void setFont(const Font& font) { font_ = &font; }
void setCharacterSize(unsigned int size) { characterSize_ = size; }
void setStyle(uint32_t style) { style_ = style; }
void setFillColor(const Color& color) { fillColor_ = color; }
void setOutlineColor(const Color& color) { outlineColor_ = color; }
void setOutlineThickness(float thickness) { outlineThickness_ = thickness; }
const std::string& getString() const { return string_; }
const Font* getFont() const { return font_; }
unsigned int getCharacterSize() const { return characterSize_; }
uint32_t getStyle() const { return style_; }
const Color& getFillColor() const { return fillColor_; }
const Color& getOutlineColor() const { return outlineColor_; }
float getOutlineThickness() const { return outlineThickness_; }
FloatRect getLocalBounds() const { return FloatRect(); }
FloatRect getGlobalBounds() const { return FloatRect(); }
protected:
void draw(RenderTarget& target, RenderStates states) const override {}
};
// =============================================================================
// RenderTarget (base class for rendering)
// =============================================================================
class RenderTarget {
protected:
Vector2u size_;
View view_;
View defaultView_;
public:
virtual ~RenderTarget() = default;
virtual Vector2u getSize() const { return size_; }
virtual void clear(const Color& color = Color::Black) {}
void draw(const Drawable& drawable, const RenderStates& states = RenderStates::Default) {
drawable.draw(*this, states);
}
void draw(const Vertex* vertices, size_t vertexCount, PrimitiveType type, const RenderStates& states = RenderStates::Default) {}
void draw(const VertexArray& vertices, const RenderStates& states = RenderStates::Default) {}
void setView(const View& view) { view_ = view; }
const View& getView() const { return view_; }
const View& getDefaultView() const { return defaultView_; }
IntRect getViewport(const View& view) const { return IntRect(0, 0, size_.x, size_.y); }
Vector2f mapPixelToCoords(const Vector2i& point) const { return Vector2f(static_cast<float>(point.x), static_cast<float>(point.y)); }
Vector2f mapPixelToCoords(const Vector2i& point, const View& view) const { return Vector2f(static_cast<float>(point.x), static_cast<float>(point.y)); }
Vector2i mapCoordsToPixel(const Vector2f& point) const { return Vector2i(static_cast<int>(point.x), static_cast<int>(point.y)); }
Vector2i mapCoordsToPixel(const Vector2f& point, const View& view) const { return Vector2i(static_cast<int>(point.x), static_cast<int>(point.y)); }
};
// =============================================================================
// RenderTexture
// =============================================================================
class RenderTexture : public RenderTarget {
Texture texture_;
public:
RenderTexture() = default;
bool create(unsigned int width, unsigned int height) {
size_ = Vector2u(width, height);
texture_.create(width, height);
view_ = View(FloatRect(0, 0, static_cast<float>(width), static_cast<float>(height)));
defaultView_ = view_;
return true;
}
void clear(const Color& color = Color::Black) override {}
void display() {}
const Texture& getTexture() const { return texture_; }
void setSmooth(bool smooth) {}
bool isSmooth() const { return false; }
};
// =============================================================================
// RenderWindow (stub - window operations are no-ops)
// =============================================================================
namespace Style {
enum {
None = 0,
Titlebar = 1 << 0,
Resize = 1 << 1,
Close = 1 << 2,
Fullscreen = 1 << 3,
Default = Titlebar | Resize | Close
};
}
class VideoMode {
public:
unsigned int width = 0;
unsigned int height = 0;
unsigned int bitsPerPixel = 32;
VideoMode() = default;
VideoMode(unsigned int w, unsigned int h, unsigned int bpp = 32) : width(w), height(h), bitsPerPixel(bpp) {}
static VideoMode getDesktopMode() { return VideoMode(1920, 1080, 32); }
static const std::vector<VideoMode>& getFullscreenModes() {
static std::vector<VideoMode> modes = {VideoMode(1920, 1080), VideoMode(1280, 720)};
return modes;
}
};
class RenderWindow : public RenderTarget {
bool open_ = false;
std::string title_;
public:
RenderWindow() = default;
RenderWindow(VideoMode mode, const std::string& title, uint32_t style = Style::Default) {
create(mode, title, style);
}
void create(VideoMode mode, const std::string& title, uint32_t style = Style::Default) {
size_ = Vector2u(mode.width, mode.height);
title_ = title;
open_ = true;
view_ = View(FloatRect(0, 0, static_cast<float>(mode.width), static_cast<float>(mode.height)));
defaultView_ = view_;
}
void close() { open_ = false; }
bool isOpen() const { return open_; }
void clear(const Color& color = Color::Black) override {}
void display() {}
void setTitle(const std::string& title) { title_ = title; }
void setFramerateLimit(unsigned int limit) {}
void setVerticalSyncEnabled(bool enabled) {}
void setVisible(bool visible) {}
void setMouseCursorVisible(bool visible) {}
void setMouseCursorGrabbed(bool grabbed) {}
void setKeyRepeatEnabled(bool enabled) {}
Vector2i getPosition() const { return Vector2i(0, 0); }
void setPosition(const Vector2i& position) {}
Vector2u getSize() const override { return size_; }
void setSize(const Vector2u& size) { size_ = size; }
bool pollEvent(Event& event) { return false; }
bool waitEvent(Event& event) { return false; }
};
// =============================================================================
// Audio Stubs
// =============================================================================
class SoundBuffer {
public:
SoundBuffer() = default;
bool loadFromFile(const std::string& filename) { return false; }
bool loadFromMemory(const void* data, size_t sizeInBytes) { return false; }
Time getDuration() const { return Time(); }
};
class Sound {
public:
enum Status { Stopped, Paused, Playing };
Sound() = default;
Sound(const SoundBuffer& buffer) {}
void setBuffer(const SoundBuffer& buffer) {}
void play() {}
void pause() {}
void stop() {}
Status getStatus() const { return Stopped; }
void setVolume(float volume) {}
float getVolume() const { return 100.0f; }
void setLoop(bool loop) {}
bool getLoop() const { return false; }
};
class Music {
public:
enum Status { Stopped, Paused, Playing };
Music() = default;
bool openFromFile(const std::string& filename) { return false; }
void play() {}
void pause() {}
void stop() {}
Status getStatus() const { return Stopped; }
void setVolume(float volume) {}
float getVolume() const { return 100.0f; }
void setLoop(bool loop) {}
bool getLoop() const { return false; }
Time getDuration() const { return Time(); }
Time getPlayingOffset() const { return Time(); }
void setPlayingOffset(Time offset) {}
};
// =============================================================================
// Input Stubs (Keyboard and Mouse)
// =============================================================================
class Keyboard {
public:
enum Key {
Unknown = -1,
A = 0, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z,
Num0, Num1, Num2, Num3, Num4, Num5, Num6, Num7, Num8, Num9,
Escape, LControl, LShift, LAlt, LSystem, RControl, RShift, RAlt, RSystem,
Menu, LBracket, RBracket, Semicolon, Comma, Period, Apostrophe, Slash, Backslash,
Grave, Equal, Hyphen, Space, Enter, Backspace, Tab, PageUp, PageDown, End, Home,
Insert, Delete, Add, Subtract, Multiply, Divide,
Left, Right, Up, Down,
Numpad0, Numpad1, Numpad2, Numpad3, Numpad4, Numpad5, Numpad6, Numpad7, Numpad8, Numpad9,
F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13, F14, F15,
Pause,
KeyCount,
// Deprecated aliases (SFML 2.x compatibility)
Tilde = Grave,
Quote = Apostrophe,
BackSpace = Backspace,
BackSlash = Backslash,
SemiColon = Semicolon,
Dash = Hyphen
};
static bool isKeyPressed(Key key) { return false; }
};
class Mouse {
public:
enum Button { Left, Right, Middle, XButton1, XButton2, ButtonCount };
enum Wheel { VerticalWheel, HorizontalWheel };
static bool isButtonPressed(Button button) { return false; }
static Vector2i getPosition() { return Vector2i(0, 0); }
static Vector2i getPosition(const RenderWindow& relativeTo) { return Vector2i(0, 0); }
static void setPosition(const Vector2i& position) {}
static void setPosition(const Vector2i& position, const RenderWindow& relativeTo) {}
};
// =============================================================================
// Event System (stub)
// =============================================================================
struct Event {
enum EventType {
Closed,
Resized,
LostFocus,
GainedFocus,
TextEntered,
KeyPressed,
KeyReleased,
MouseWheelMoved, // Deprecated
MouseWheelScrolled,
MouseButtonPressed,
MouseButtonReleased,
MouseMoved,
MouseEntered,
MouseLeft,
Count
};
struct SizeEvent { unsigned int width, height; };
struct KeyEvent { Keyboard::Key code; bool alt, control, shift, system; };
struct TextEvent { uint32_t unicode; };
struct MouseMoveEvent { int x, y; };
struct MouseButtonEvent { Mouse::Button button; int x, y; };
struct MouseWheelScrollEvent { Mouse::Wheel wheel; float delta; int x, y; };
EventType type;
union {
SizeEvent size;
KeyEvent key;
TextEvent text;
MouseMoveEvent mouseMove;
MouseButtonEvent mouseButton;
MouseWheelScrollEvent mouseWheelScroll;
};
};
// =============================================================================
// Shader (minimal stub)
// =============================================================================
// =============================================================================
// GLSL Types (for shader uniforms) - must be before Shader
// =============================================================================
namespace Glsl {
using Vec2 = Vector2f;
struct Vec3 {
float x = 0, y = 0, z = 0;
Vec3() = default;
Vec3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {}
};
struct Vec4 {
float x = 0, y = 0, z = 0, w = 0;
Vec4() = default;
Vec4(float x_, float y_, float z_, float w_) : x(x_), y(y_), z(z_), w(w_) {}
Vec4(const Color& c) : x(c.r/255.f), y(c.g/255.f), z(c.b/255.f), w(c.a/255.f) {}
};
} // namespace Glsl
// Forward declaration for CurrentTexture
struct CurrentTextureType {};
class Shader {
public:
enum Type { Vertex, Geometry, Fragment };
static const CurrentTextureType CurrentTexture;
Shader() = default;
bool loadFromFile(const std::string& filename, Type type) { return false; }
bool loadFromFile(const std::string& vertexFile, const std::string& fragmentFile) { return false; }
bool loadFromMemory(const std::string& shader, Type type) { return false; }
void setUniform(const std::string& name, float x) {}
void setUniform(const std::string& name, const Vector2f& v) {}
void setUniform(const std::string& name, const Color& color) {}
void setUniform(const std::string& name, const Texture& texture) {}
void setUniform(const std::string& name, const Glsl::Vec3& v) {}
void setUniform(const std::string& name, const Glsl::Vec4& v) {}
void setUniform(const std::string& name, CurrentTextureType) {}
static bool isAvailable() { return false; }
};
inline const CurrentTextureType Shader::CurrentTexture{};
// =============================================================================
// Error stream (stub)
// =============================================================================
#include <ostream>
inline std::ostream& err() {
static std::stringstream dummy;
return dummy;
}
} // namespace sf