McRogueFace/src/McRFPy_Automation.h
John McCardle 7621ae35bb 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>
2026-01-30 23:09:07 -05:00

60 lines
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2.5 KiB
C++

#pragma once
#include "Common.h"
#include "Python.h"
#include <string>
#include <chrono>
#include <thread>
class GameEngine;
class McRFPy_Automation {
public:
// Initialize the automation submodule
static PyObject* init_automation_module();
// Screenshot functionality
static PyObject* _screenshot(PyObject* self, PyObject* args);
// Mouse position and screen info
static PyObject* _position(PyObject* self, PyObject* args);
static PyObject* _size(PyObject* self, PyObject* args);
static PyObject* _onScreen(PyObject* self, PyObject* args, PyObject* kwargs);
// Mouse movement
static PyObject* _moveTo(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _moveRel(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _dragTo(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _dragRel(PyObject* self, PyObject* args, PyObject* kwargs);
// Mouse clicks
static PyObject* _click(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _rightClick(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _middleClick(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _doubleClick(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _tripleClick(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _scroll(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _mouseDown(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _mouseUp(PyObject* self, PyObject* args, PyObject* kwargs);
// Keyboard
static PyObject* _typewrite(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _hotkey(PyObject* self, PyObject* args);
static PyObject* _keyDown(PyObject* self, PyObject* args);
static PyObject* _keyUp(PyObject* self, PyObject* args);
// Helper functions
static void injectMouseEvent(sf::Event::EventType type, int x, int y, sf::Mouse::Button button = sf::Mouse::Left);
static void injectKeyEvent(sf::Event::EventType type, sf::Keyboard::Key key);
static void injectTextEvent(sf::Uint32 unicode);
static sf::Keyboard::Key stringToKey(const std::string& keyName);
static void sleep_ms(int milliseconds);
// #111 - Simulated mouse position for headless mode
static sf::Vector2i getSimulatedMousePosition();
private:
static GameEngine* getGameEngine();
// #111 - Track simulated mouse position for headless mode
static sf::Vector2i simulated_mouse_pos;
};