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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@@ -75,8 +75,8 @@ class TestViewportFilterPerformance:
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With 1438 items and 24-line viewport:
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- Without filter: FontStage renders all 1438 items
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- With filter: FontStage renders ~5 items
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- Expected improvement: 1438 / 5 ≈ 288x
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- With filter: FontStage renders ~3 items (layout-based)
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- Expected improvement: 1438 / 3 ≈ 479x
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"""
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test_items = [
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SourceItem(f"Headline {i}", "source", str(i)) for i in range(1438)
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@@ -89,10 +89,10 @@ class TestViewportFilterPerformance:
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filtered = stage.process(test_items, ctx)
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improvement_factor = len(test_items) / len(filtered)
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# Verify we get expected 288x improvement
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assert 250 < improvement_factor < 300
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# Verify filtered count is reasonable
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assert 4 <= len(filtered) <= 6
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# Verify we get expected ~479x improvement (better than old ~288x)
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assert 400 < improvement_factor < 600
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# Verify filtered count is reasonable (layout-based is more precise)
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assert 2 <= len(filtered) <= 5
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class TestPipelinePerformanceWithRealData:
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