GridView is a new UIDrawable that renders a GridData object independently.
Multiple GridViews can reference the same Grid for split-screen, minimap,
or different camera/zoom perspectives on shared grid state.
- New files: UIGridView.h/cpp with full rendering pipeline (copied from
UIGrid::render, adapted to use grid_data pointer)
- Add UIGRIDVIEW to PyObjectsEnum
- Add UIGRIDVIEW cases to all switch(derived_type()) sites:
Animation.cpp, UICollection.cpp, UIDrawable.cpp, McRFPy_API.cpp,
ImGuiSceneExplorer.cpp
- Python type: mcrfpy.GridView(grid=, pos=, size=, zoom=, fill_color=)
- Properties: grid, center, zoom, fill_color, texture
- Register type with metaclass for callback support
All 258 existing tests pass. New GridView test suite added.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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>
New Features:
- Scene Explorer window (F4) displays hierarchical tree of all scenes
- Shows UIDrawable hierarchy with type, name, and visibility status
- Click scene name to switch active scene
- Double-click drawables to toggle visibility
- Displays Python repr() for cached objects, enabling custom class debugging
- Entity display within Grid nodes
Bug Fixes:
- Fix PythonObjectCache re-registration: when retrieving objects from
collections, newly created Python wrappers are now re-registered in
the cache. Previously, inline-created objects (e.g.,
scene.children.append(Frame(...))) would lose their cache entry when
the temporary Python object was GC'd, causing repeated wrapper
allocation on each access.
- Fix console focus stealing: removed aggressive focus reclaim that
caused title bar flashing when clicking in Scene Explorer
Infrastructure:
- Add GameEngine::getSceneNames() to expose scene list for explorer
- Scene Explorer uses same enabled flag as console (ImGuiConsole::isEnabled())
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>