feat(build-system): enhance CMake configuration and introduce new utility files

- Refactored CMakeLists.txt to streamline project configuration and improve readability.
- Introduced new utility functions in `utils.cmake` for setting compiler flags and managing dependencies.
- Added `dependencies.cmake` to centralize third-party dependency management, enhancing modularity.
- Updated CI workflows to include new build options and improved logging for better feedback during configuration.
- Implemented precompiled headers in various libraries to speed up compilation times.

Benefits:
- Improved maintainability and clarity of the build system.
- Enhanced build performance through precompiled headers.
- Streamlined dependency management for easier integration of third-party libraries.
This commit is contained in:
scawful
2025-10-11 02:44:17 -04:00
parent 31d0337b11
commit f54949bdd8
56 changed files with 2673 additions and 4872 deletions

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# YAZE Modern Command Handler Architecture
This directory contains the modern command handler system that provides a consistent interface for both CLI and AI agent interactions with ROM data.
## Architecture Overview
The command handler system follows a clean, layered architecture:
```
┌─────────────────────────────────────────┐
│ CLI / Agent Interface │
│ (cli.cc, agent.cc, simple-chat, etc) │
└─────────────────────────────────────────┘
┌─────────────────────────────────────────┐
│ Command Handler Base Class │
│ (resources/command_handler.h) │
│ - Argument parsing │
│ - ROM context management │
│ - Output formatting │
│ - Error handling │
└─────────────────────────────────────────┘
┌─────────────────────────────────────────┐
│ Concrete Command Handlers │
│ (handlers/*/*) │
│ - SpriteListCommandHandler │
│ - DungeonDescribeRoomCommandHandler │
│ - OverworldFindTileCommandHandler │
│ - PaletteGetColorsCommandHandler │
│ - etc... │
└─────────────────────────────────────────┘
┌─────────────────────────────────────────┐
│ Core YAZE Libraries │
│ - zelda3/ (overworld, dungeon, sprite) │
│ - gfx/ (graphics, palette) │
│ - app/editor/ (ROM operations) │
└─────────────────────────────────────────┘
```
## Namespace Structure
All command handlers are organized under a simplified namespace:
```cpp
namespace yaze {
namespace cli {
namespace handlers {
// All command handler classes live here
class SpriteListCommandHandler : public resources::CommandHandler { ... };
class DungeonDescribeRoomCommandHandler : public resources::CommandHandler { ... };
// etc.
}
}
}
```
## Directory Organization
```
handlers/
├── README.md (this file)
├── commands.h // Legacy command function declarations
├── command_wrappers.cc // Wrapper functions for backward compatibility
├── command_handlers.h // Forward declarations and factory functions
├── command_handlers.cc // Factory implementations
├── graphics/ // Graphics-related commands
│ ├── sprite_commands.h/.cc // Sprite listing and properties
│ ├── palette_commands.h/.cc // Palette manipulation
│ ├── hex_commands.h/.cc // Raw hex data access
│ └── gfx.cc // Legacy graphics commands
├── game/ // Game data inspection
│ ├── dungeon_commands.h/.cc // Dungeon room inspection
│ ├── overworld_commands.h/.cc // Overworld map inspection
│ ├── music_commands.h/.cc // Music track information
│ ├── dialogue_commands.h/.cc // Dialogue/message search
│ └── message_commands.h/.cc // Message data access
├── tools/ // Development tools
│ ├── resource_commands.h/.cc // Resource label inspection
│ ├── gui_commands.h/.cc // GUI automation
│ └── emulator_commands.h/.cc // Emulator/debugger control
└── agent/ // AI agent specific
├── general_commands.cc // Agent command routing
├── test_commands.cc // Test harness
└── todo_commands.h/.cc // Task management
```
## Creating a New Command Handler
### 1. Define the Handler Class
Create a header file (e.g., `new_feature_commands.h`):
```cpp
#ifndef YAZE_SRC_CLI_HANDLERS_NEW_FEATURE_COMMANDS_H_
#define YAZE_SRC_CLI_HANDLERS_NEW_FEATURE_COMMANDS_H_
#include "cli/service/resources/command_handler.h"
namespace yaze {
namespace cli {
namespace handlers {
class NewFeatureCommandHandler : public resources::CommandHandler {
public:
std::string GetName() const { return "new-feature"; }
std::string GetDescription() const {
return "Brief description of what this command does";
}
std::string GetUsage() const {
return "new-feature --arg1 <value> [--optional-arg2 <value>]";
}
absl::Status ValidateArgs(const resources::ArgumentParser& parser) override {
// Validate required arguments
return parser.RequireArgs({"arg1"});
}
absl::Status Execute(Rom* rom, const resources::ArgumentParser& parser,
resources::OutputFormatter& formatter) override;
};
} // namespace handlers
} // namespace cli
} // namespace yaze
#endif // YAZE_SRC_CLI_HANDLERS_NEW_FEATURE_COMMANDS_H_
```
### 2. Implement the Handler
Create the implementation file (e.g., `new_feature_commands.cc`):
```cpp
#include "cli/handlers/new_feature_commands.h"
#include "absl/strings/str_format.h"
namespace yaze {
namespace cli {
namespace handlers {
absl::Status NewFeatureCommandHandler::Execute(
Rom* rom, const resources::ArgumentParser& parser,
resources::OutputFormatter& formatter) {
// Parse arguments
auto arg1 = parser.GetString("arg1").value();
auto arg2 = parser.GetString("optional-arg2").value_or("default");
// Begin output
formatter.BeginObject("New Feature Result");
formatter.AddField("input_arg", arg1);
// Do work with ROM
// ... use rom->read(), zelda3 classes, etc.
// Add results to formatter
formatter.AddField("result", "success");
formatter.BeginArray("items");
// ... add items
formatter.EndArray();
formatter.EndObject();
return absl::OkStatus();
}
} // namespace handlers
} // namespace cli
} // namespace yaze
```
### 3. Register in Factory
Add to `command_handlers.cc`:
```cpp
#include "cli/handlers/new_feature_commands.h"
std::vector<std::unique_ptr<resources::CommandHandler>> CreateCliCommandHandlers() {
// ... existing handlers ...
handlers.push_back(std::make_unique<NewFeatureCommandHandler>());
return handlers;
}
```
### 4. Add Forward Declaration
Add to `command_handlers.h`:
```cpp
// Forward declarations for command handler classes
class NewFeatureCommandHandler;
```
## Command Handler Base Class
The `resources::CommandHandler` base class provides:
### Lifecycle Methods
- `Run(args, rom_context)` - Main entry point that orchestrates the full command execution
- `ValidateArgs(parser)` - Override to validate command arguments
- `Execute(rom, parser, formatter)` - Override to implement command logic
### Helper Methods
- `GetUsage()` - Return usage string for help
- `GetName()` - Return command name
- `GetDescription()` - Return brief description
- `RequiresLabels()` - Return true if command needs ROM labels loaded
- `GetDefaultFormat()` - Return "json" or "text" for default output
- `GetOutputTitle()` - Return title for output object
## Argument Parsing
The `ArgumentParser` class handles common CLI patterns:
```cpp
// Get string argument
auto value = parser.GetString("arg_name").value_or("default");
// Get integer (supports hex with 0x prefix)
auto count = parser.GetInt("count").value_or(10);
// Get hex value
auto address = parser.GetHex("address").value();
// Check for flag
if (parser.HasFlag("verbose")) { ... }
// Get positional arguments
auto positional = parser.GetPositional();
// Require specific arguments
RETURN_IF_ERROR(parser.RequireArgs({"required1", "required2"}));
```
## Output Formatting
The `OutputFormatter` class provides consistent JSON/text output:
```cpp
// Begin object
formatter.BeginObject("Title");
// Add fields
formatter.AddField("string_field", "value");
formatter.AddField("int_field", 42);
formatter.AddField("bool_field", true);
formatter.AddHexField("address", 0x1234, 4); // Width in digits
// Arrays
formatter.BeginArray("items");
for (const auto& item : items) {
formatter.AddArrayItem(absl::StrFormat("Item %d", i));
}
formatter.EndArray();
// Nested objects
formatter.BeginObject("nested");
formatter.AddField("nested_field", "value");
formatter.EndObject();
// End object
formatter.EndObject();
```
## Integration with Public API
Command handlers are designed to work alongside the public C API defined in `incl/yaze.h` and `incl/zelda.h`.
- Handlers use internal C++ classes from `app/zelda3/`
- Output structures align with C API data types where possible
- Future: C API bridge will expose commands to external applications
## Best Practices
1. **Keep handlers focused** - One command per handler class
2. **Use existing zelda3 classes** - Don't duplicate ROM parsing logic
3. **Validate inputs early** - Use `ValidateArgs()` to catch errors
4. **Provide good error messages** - Return descriptive `absl::Status` errors
5. **Support both JSON and text** - Format output using `OutputFormatter`
6. **Document parameters** - Include full usage string in `GetUsage()`
7. **Test with agents** - Commands should be AI-friendly
8. **Mark unused rom parameter** - Use `Rom* /*rom*/` if not needed
## Testing
Test commands using the CLI:
```bash
# Direct command execution
./build/bin/z3ed agent sprite-list --limit 10 --format json --rom zelda3.sfc
# Via simple-chat interface
./build/bin/z3ed agent simple-chat --rom zelda3.sfc
> sprite-list --limit 5
# In agent test suite
./build/bin/z3ed agent test-conversation --rom zelda3.sfc
```
## Future Enhancements
- [ ] C API bridge for external language bindings
- [ ] Command auto-discovery and registration
- [ ] Per-command help system
- [ ] Command aliases and shortcuts
- [ ] Batch command execution
- [ ] Command pipelines (output of one → input of another)
- [ ] Interactive command REPL improvements