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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@@ -13,6 +13,50 @@ from engine import config
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from engine.sources import NO_UPPER, SCRIPT_FONTS, SOURCE_LANGS
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from engine.translate import detect_location_language, translate_headline
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def estimate_block_height(title: str, width: int, fnt=None) -> int:
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"""Estimate rendered block height without full PIL rendering.
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Uses font bbox measurement to count wrapped lines, then computes:
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height = num_lines * RENDER_H + (num_lines - 1) + 2
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Args:
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title: Headline text to measure
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width: Terminal width in characters
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fnt: Optional PIL font (uses default if None)
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Returns:
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Estimated height in terminal rows
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"""
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if fnt is None:
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fnt = font()
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text = re.sub(r"\s+", " ", title.upper())
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words = text.split()
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lines = 0
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cur = ""
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for word in words:
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test = f"{cur} {word}".strip() if cur else word
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bbox = fnt.getbbox(test)
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if bbox:
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img_h = bbox[3] - bbox[1] + 8
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pix_h = config.RENDER_H * 2
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scale = pix_h / max(img_h, 1)
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term_w = int((bbox[2] - bbox[0] + 8) * scale)
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else:
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term_w = 0
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max_term_w = width - 4 - 4
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if term_w > max_term_w and cur:
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lines += 1
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cur = word
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else:
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cur = test
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if cur:
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lines += 1
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if lines == 0:
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lines = 1
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return lines * config.RENDER_H + max(0, lines - 1) + 2
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# ─── FONT LOADING ─────────────────────────────────────────
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_FONT_OBJ = None
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_FONT_OBJ_KEY = None
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