refactor(display): extract shared rendering logic into renderer.py

- Add renderer.py with parse_ansi(), get_default_font_path(), render_to_pil()
- Update KittyDisplay and SixelDisplay to use shared renderer
- Enhance parse_ansi to handle full ANSI color codes (4-bit, 256-color)
- Update tests to use shared renderer functions
This commit is contained in:
2026-03-16 00:43:23 -07:00
parent f5de2c62e0
commit 0f2d8bf5c2
5 changed files with 316 additions and 384 deletions

View File

@@ -4,6 +4,8 @@ Pygame display backend - renders to a native application window.
import time
from engine.display.renderer import parse_ansi
class PygameDisplay:
"""Pygame display backend - renders to native window.
@@ -141,10 +143,10 @@ class PygameDisplay:
if row_idx >= self.height:
break
tokens = self._parse_ansi(line)
tokens = parse_ansi(line)
x_pos = 0
for text, fg, bg in tokens:
for text, fg, bg, _bold in tokens:
if not text:
continue
@@ -168,72 +170,6 @@ class PygameDisplay:
chars_in = sum(len(line) for line in buffer)
monitor.record_effect("pygame_display", elapsed_ms, chars_in, chars_in)
def _parse_ansi(
self, text: str
) -> list[tuple[str, tuple[int, int, int], tuple[int, int, int]]]:
"""Parse ANSI text into tokens with fg/bg colors."""
tokens = []
current_text = ""
fg = (204, 204, 204)
bg = (0, 0, 0)
i = 0
ANSI_COLORS = {
0: (0, 0, 0),
1: (205, 49, 49),
2: (13, 188, 121),
3: (229, 229, 16),
4: (36, 114, 200),
5: (188, 63, 188),
6: (17, 168, 205),
7: (229, 229, 229),
8: (102, 102, 102),
9: (241, 76, 76),
10: (35, 209, 139),
11: (245, 245, 67),
12: (59, 142, 234),
13: (214, 112, 214),
14: (41, 184, 219),
15: (255, 255, 255),
}
while i < len(text):
char = text[i]
if char == "\x1b" and i + 1 < len(text) and text[i + 1] == "[":
if current_text:
tokens.append((current_text, fg, bg))
current_text = ""
i += 2
code = ""
while i < len(text):
c = text[i]
if c.isalpha():
break
code += c
i += 1
if code:
codes = code.split(";")
for c in codes:
if c == "0":
fg = (204, 204, 204)
bg = (0, 0, 0)
elif c.isdigit():
color_idx = int(c)
if color_idx in ANSI_COLORS:
fg = ANSI_COLORS[color_idx]
i += 1
else:
current_text += char
i += 1
if current_text:
tokens.append((current_text, fg, bg))
return tokens
def clear(self) -> None:
if self._screen and self._pygame:
self._screen.fill((0, 0, 0))