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>
60 lines
No EOL
2.5 KiB
C++
60 lines
No EOL
2.5 KiB
C++
#pragma once
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#include "Common.h"
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#include "Python.h"
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#include <string>
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#include <chrono>
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#include <thread>
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class GameEngine;
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class McRFPy_Automation {
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public:
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// Initialize the automation submodule
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static PyObject* init_automation_module();
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// Screenshot functionality
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static PyObject* _screenshot(PyObject* self, PyObject* args);
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// Mouse position and screen info
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static PyObject* _position(PyObject* self, PyObject* args);
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static PyObject* _size(PyObject* self, PyObject* args);
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static PyObject* _onScreen(PyObject* self, PyObject* args, PyObject* kwargs);
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// Mouse movement
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static PyObject* _moveTo(PyObject* self, PyObject* args, PyObject* kwargs);
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static PyObject* _moveRel(PyObject* self, PyObject* args, PyObject* kwargs);
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static PyObject* _dragTo(PyObject* self, PyObject* args, PyObject* kwargs);
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static PyObject* _dragRel(PyObject* self, PyObject* args, PyObject* kwargs);
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// Mouse clicks
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static PyObject* _click(PyObject* self, PyObject* args, PyObject* kwargs);
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static PyObject* _rightClick(PyObject* self, PyObject* args, PyObject* kwargs);
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static PyObject* _middleClick(PyObject* self, PyObject* args, PyObject* kwargs);
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static PyObject* _doubleClick(PyObject* self, PyObject* args, PyObject* kwargs);
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static PyObject* _tripleClick(PyObject* self, PyObject* args, PyObject* kwargs);
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static PyObject* _scroll(PyObject* self, PyObject* args, PyObject* kwargs);
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static PyObject* _mouseDown(PyObject* self, PyObject* args, PyObject* kwargs);
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static PyObject* _mouseUp(PyObject* self, PyObject* args, PyObject* kwargs);
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// Keyboard
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static PyObject* _typewrite(PyObject* self, PyObject* args, PyObject* kwargs);
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static PyObject* _hotkey(PyObject* self, PyObject* args);
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static PyObject* _keyDown(PyObject* self, PyObject* args);
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static PyObject* _keyUp(PyObject* self, PyObject* args);
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// Helper functions
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static void injectMouseEvent(sf::Event::EventType type, int x, int y, sf::Mouse::Button button = sf::Mouse::Left);
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static void injectKeyEvent(sf::Event::EventType type, sf::Keyboard::Key key);
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static void injectTextEvent(sf::Uint32 unicode);
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static sf::Keyboard::Key stringToKey(const std::string& keyName);
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static void sleep_ms(int milliseconds);
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// #111 - Simulated mouse position for headless mode
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static sf::Vector2i getSimulatedMousePosition();
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private:
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static GameEngine* getGameEngine();
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// #111 - Track simulated mouse position for headless mode
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static sf::Vector2i simulated_mouse_pos;
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}; |