Files
Mainline/engine/scroll.py
David Gwilliam 9b139a40f7 feat(core): add Camera abstraction for viewport scrolling
- Add Camera class with modes: vertical, horizontal, omni, floating
- Refactor scroll.py and demo to use Camera abstraction
- Add vis_offset for horizontal scrolling support
- Add camera_x to EffectContext for effects
- Add pygame window resize handling
- Add HUD effect plugin for demo mode
- Add --demo flag to run demo mode
- Add tests for Camera and vis_offset
2026-03-16 01:46:21 -07:00

152 lines
4.2 KiB
Python

"""
Render engine — ticker content, scroll motion, message panel, and firehose overlay.
Orchestrates viewport, frame timing, and layers.
"""
import random
import time
from engine import config
from engine.camera import Camera
from engine.display import (
Display,
TerminalDisplay,
)
from engine.display import (
get_monitor as _get_display_monitor,
)
from engine.frame import calculate_scroll_step
from engine.layers import (
apply_glitch,
process_effects,
render_firehose,
render_message_overlay,
render_ticker_zone,
)
from engine.viewport import th, tw
USE_EFFECT_CHAIN = True
def stream(
items,
ntfy_poller,
mic_monitor,
display: Display | None = None,
camera: Camera | None = None,
):
"""Main render loop with four layers: message, ticker, scroll motion, firehose."""
if display is None:
display = TerminalDisplay()
if camera is None:
camera = Camera.vertical()
random.shuffle(items)
pool = list(items)
seen = set()
queued = 0
time.sleep(0.5)
w, h = tw(), th()
display.init(w, h)
display.clear()
fh = config.FIREHOSE_H if config.FIREHOSE else 0
ticker_view_h = h - fh
GAP = 3
scroll_step_interval = calculate_scroll_step(config.SCROLL_DUR, ticker_view_h)
active = []
ticker_next_y = ticker_view_h
noise_cache = {}
scroll_motion_accum = 0.0
msg_cache = (None, None)
frame_number = 0
while True:
if queued >= config.HEADLINE_LIMIT and not active:
break
t0 = time.monotonic()
w, h = tw(), th()
fh = config.FIREHOSE_H if config.FIREHOSE else 0
ticker_view_h = h - fh
scroll_step_interval = calculate_scroll_step(config.SCROLL_DUR, ticker_view_h)
msg = ntfy_poller.get_active_message()
msg_overlay, msg_cache = render_message_overlay(msg, w, h, msg_cache)
buf = []
ticker_h = ticker_view_h
scroll_motion_accum += config.FRAME_DT
while scroll_motion_accum >= scroll_step_interval:
scroll_motion_accum -= scroll_step_interval
camera.update(config.FRAME_DT)
while (
ticker_next_y < camera.y + ticker_view_h + 10
and queued < config.HEADLINE_LIMIT
):
from engine.effects import next_headline
from engine.render import make_block
t, src, ts = next_headline(pool, items, seen)
ticker_content, hc, midx = make_block(t, src, ts, w)
active.append((ticker_content, hc, ticker_next_y, midx))
ticker_next_y += len(ticker_content) + GAP
queued += 1
active = [
(c, hc, by, mi) for c, hc, by, mi in active if by + len(c) > camera.y
]
for k in list(noise_cache):
if k < camera.y:
del noise_cache[k]
grad_offset = (time.monotonic() * config.GRAD_SPEED) % 1.0
ticker_buf_start = len(buf)
ticker_buf, noise_cache = render_ticker_zone(
active, camera.y, camera.x, ticker_h, w, noise_cache, grad_offset
)
buf.extend(ticker_buf)
mic_excess = mic_monitor.excess
render_start = time.perf_counter()
if USE_EFFECT_CHAIN:
buf = process_effects(
buf,
w,
h,
camera.y,
ticker_h,
camera.x,
mic_excess,
grad_offset,
frame_number,
msg is not None,
items,
)
else:
buf = apply_glitch(buf, ticker_buf_start, mic_excess, w)
firehose_buf = render_firehose(items, w, fh, h)
buf.extend(firehose_buf)
if msg_overlay:
buf.extend(msg_overlay)
render_elapsed = (time.perf_counter() - render_start) * 1000
monitor = _get_display_monitor()
if monitor:
chars = sum(len(line) for line in buf)
monitor.record_effect("render", render_elapsed, chars, chars)
display.show(buf)
elapsed = time.monotonic() - t0
time.sleep(max(0, config.FRAME_DT - elapsed))
frame_number += 1
display.cleanup()