feat: Implement scrolling camera with layout-aware filtering
- Rename VERTICAL camera mode to FEED (rapid single-item view) - Add SCROLL camera mode with float accumulation for smooth movie-credits style scrolling - Add estimate_block_height() for cheap layout calculation without full rendering - Replace ViewportFilterStage with layout-aware filtering that tracks camera position - Add render caching to FontStage to avoid re-rendering items - Fix CameraStage to use global canvas height for scrolling bounds - Add horizontal padding in Camera.apply() to prevent ghosting - Add get_dimensions() to MultiDisplay for proper viewport sizing - Fix PygameDisplay to auto-detect viewport from window size - Update presets to use scroll camera with appropriate speeds
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@@ -314,9 +314,7 @@ class CameraStage(Stage):
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@property
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def dependencies(self) -> set[str]:
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return {
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"source"
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} # Prefix match any source (source.headlines, source.poetry, etc.)
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return {"render.output"} # Depend on rendered output from font or render stage
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@property
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def inlet_types(self) -> set:
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@@ -335,9 +333,54 @@ class CameraStage(Stage):
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if data is None:
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return None
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if hasattr(self._camera, "apply"):
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return self._camera.apply(
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data, ctx.params.viewport_width if ctx.params else 80
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viewport_width = ctx.params.viewport_width if ctx.params else 80
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viewport_height = ctx.params.viewport_height if ctx.params else 24
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buffer_height = len(data) if isinstance(data, list) else 0
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# Get global layout height for canvas (enables full scrolling range)
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total_layout_height = ctx.get("total_layout_height", buffer_height)
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# Preserve camera's configured canvas width, but ensure it's at least viewport_width
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# This allows horizontal/omni/floating/bounce cameras to scroll properly
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canvas_width = max(
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viewport_width, getattr(self._camera, "canvas_width", viewport_width)
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)
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# Update camera's viewport dimensions so it knows its actual bounds
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if hasattr(self._camera, "viewport_width"):
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self._camera.viewport_width = viewport_width
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self._camera.viewport_height = viewport_height
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# Set canvas to full layout height so camera can scroll through all content
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self._camera.set_canvas_size(width=canvas_width, height=total_layout_height)
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# Update camera position (scroll) - uses global canvas for clamping
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if hasattr(self._camera, "update"):
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self._camera.update(1 / 60)
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# Store camera_y in context for ViewportFilterStage (global y position)
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ctx.set("camera_y", self._camera.y)
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# Apply camera viewport slicing to the partial buffer
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# The buffer starts at render_offset_y in global coordinates
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render_offset_y = ctx.get("render_offset_y", 0)
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# Temporarily shift camera to local buffer coordinates for apply()
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real_y = self._camera.y
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local_y = max(0, real_y - render_offset_y)
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# Temporarily shrink canvas to local buffer size so apply() works correctly
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self._camera.set_canvas_size(width=canvas_width, height=buffer_height)
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self._camera.y = local_y
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# Apply slicing
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result = self._camera.apply(data, viewport_width, viewport_height)
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# Restore global canvas and camera position for next frame
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self._camera.set_canvas_size(width=canvas_width, height=total_layout_height)
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self._camera.y = real_y
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return result
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return data
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def cleanup(self) -> None:
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@@ -346,20 +389,20 @@ class CameraStage(Stage):
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class ViewportFilterStage(Stage):
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"""Stage that limits items to fit in viewport.
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"""Stage that limits items based on layout calculation.
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Filters the input list of items to only include as many as can fit
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in the visible viewport. This prevents FontStage from rendering
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thousands of items when only a few are visible, reducing processing time.
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Estimate: each rendered item typically takes 5-8 terminal lines.
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For a 24-line viewport, we limit to ~4 items (conservative estimate).
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Computes cumulative y-offsets for all items using cheap height estimation,
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then returns only items that overlap the camera's viewport window.
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This prevents FontStage from rendering thousands of items when only a few
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are visible, while still allowing camera scrolling through all content.
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"""
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def __init__(self, name: str = "viewport-filter"):
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self.name = name
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self.category = "filter"
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self.optional = False
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self._cached_count = 0
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self._layout: list[tuple[int, int]] = []
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@property
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def stage_type(self) -> str:
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@@ -386,21 +429,60 @@ class ViewportFilterStage(Stage):
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return {DataType.SOURCE_ITEMS}
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def process(self, data: Any, ctx: PipelineContext) -> Any:
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"""Filter items to viewport-fitting count."""
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"""Filter items based on layout and camera position."""
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if data is None or not isinstance(data, list):
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return data
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# Estimate: each rendered headline takes 5-8 lines
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# Use a conservative factor to ensure we don't run out of space
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lines_per_item = 6
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viewport_height = ctx.params.viewport_height if ctx.params else 24
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viewport_width = ctx.params.viewport_width if ctx.params else 80
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camera_y = ctx.get("camera_y", 0)
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# Calculate how many items we need to fill the viewport
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# Add 1 extra to account for padding/spacing
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max_items = max(1, viewport_height // lines_per_item + 1)
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# Recompute layout only when item count changes
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if len(data) != self._cached_count:
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self._layout = []
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y = 0
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from engine.render.blocks import estimate_block_height
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# Return only the items that fit in the viewport
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return data[:max_items]
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for item in data:
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if hasattr(item, "content"):
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title = item.content
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elif isinstance(item, tuple):
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title = str(item[0]) if item else ""
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else:
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title = str(item)
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h = estimate_block_height(title, viewport_width)
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self._layout.append((y, h))
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y += h
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self._cached_count = len(data)
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# Find items visible in [camera_y - buffer, camera_y + viewport_height + buffer]
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buffer_zone = viewport_height
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vis_start = max(0, camera_y - buffer_zone)
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vis_end = camera_y + viewport_height + buffer_zone
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visible_items = []
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render_offset_y = 0
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first_visible_found = False
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for i, (start_y, height) in enumerate(self._layout):
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item_end = start_y + height
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if item_end > vis_start and start_y < vis_end:
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if not first_visible_found:
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render_offset_y = start_y
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first_visible_found = True
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visible_items.append(data[i])
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# Compute total layout height for the canvas
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total_layout_height = 0
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if self._layout:
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last_start, last_height = self._layout[-1]
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total_layout_height = last_start + last_height
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# Store metadata for CameraStage
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ctx.set("render_offset_y", render_offset_y)
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ctx.set("total_layout_height", total_layout_height)
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# Always return at least one item to avoid empty buffer errors
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return visible_items if visible_items else data[:1]
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class FontStage(Stage):
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@@ -434,6 +516,7 @@ class FontStage(Stage):
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self._font_size = font_size
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self._font_ref = font_ref
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self._font = None
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self._render_cache: dict[tuple[str, str, int], list[str]] = {}
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@property
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def stage_type(self) -> str:
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@@ -504,8 +587,15 @@ class FontStage(Stage):
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src = "unknown"
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ts = "0"
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# Check cache first
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cache_key = (title, src, ts, w)
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if cache_key in self._render_cache:
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result.extend(self._render_cache[cache_key])
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continue
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try:
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block_lines, color_code, meta_idx = make_block(title, src, ts, w)
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self._render_cache[cache_key] = block_lines
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result.extend(block_lines)
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except Exception:
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result.append(title)
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