- Replace estimate_block_height (PIL-based) with estimate_simple_height (word wrap) - Update viewport filter tests to match new height-based filtering (~4 items vs 24) - Fix CI task duplication in mise.toml (remove redundant depends) Closes #38 Closes #36
374 lines
13 KiB
Python
374 lines
13 KiB
Python
"""
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Pygame display backend - renders to a native application window.
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"""
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import time
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from engine.display.renderer import parse_ansi
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class PygameDisplay:
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"""Pygame display backend - renders to native window.
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Supports reuse mode - when reuse=True, skips SDL initialization
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and reuses the existing pygame window from a previous instance.
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"""
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width: int = 80
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window_width: int = 800
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window_height: int = 600
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def __init__(
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self,
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cell_width: int = 10,
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cell_height: int = 18,
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window_width: int = 800,
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window_height: int = 600,
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target_fps: float = 30.0,
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):
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self.width = 80
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self.height = 24
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self.cell_width = cell_width
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self.cell_height = cell_height
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self.window_width = window_width
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self.window_height = window_height
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self.target_fps = target_fps
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self._initialized = False
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self._pygame = None
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self._screen = None
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self._font = None
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self._resized = False
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self._quit_requested = False
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self._last_frame_time = 0.0
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self._frame_period = 1.0 / target_fps if target_fps > 0 else 0
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self._glyph_cache = {}
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def _get_font_path(self) -> str | None:
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"""Get font path for rendering."""
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import os
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import sys
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from pathlib import Path
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env_font = os.environ.get("MAINLINE_PYGAME_FONT")
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if env_font and os.path.exists(env_font):
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return env_font
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def search_dir(base_path: str) -> str | None:
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if not os.path.exists(base_path):
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return None
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if os.path.isfile(base_path):
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return base_path
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for font_file in Path(base_path).rglob("*"):
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if font_file.suffix.lower() in (".ttf", ".otf", ".ttc"):
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name = font_file.stem.lower()
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if "geist" in name and ("nerd" in name or "mono" in name):
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return str(font_file)
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return None
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search_dirs = []
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if sys.platform == "darwin":
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search_dirs.append(os.path.expanduser("~/Library/Fonts/"))
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elif sys.platform == "win32":
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search_dirs.append(
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os.path.expanduser("~\\AppData\\Local\\Microsoft\\Windows\\Fonts\\")
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)
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else:
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search_dirs.extend(
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[
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os.path.expanduser("~/.local/share/fonts/"),
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os.path.expanduser("~/.fonts/"),
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"/usr/share/fonts/",
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]
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)
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for search_dir_path in search_dirs:
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found = search_dir(search_dir_path)
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if found:
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return found
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return None
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def init(self, width: int, height: int, reuse: bool = False) -> None:
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"""Initialize display with dimensions.
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Args:
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width: Terminal width in characters
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height: Terminal height in rows
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reuse: If True, attach to existing pygame window instead of creating new
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"""
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self.width = width
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self.height = height
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import os
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os.environ["SDL_VIDEODRIVER"] = "dummy"
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try:
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import pygame
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except ImportError:
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return
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if reuse and PygameDisplay._pygame_initialized:
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self._pygame = pygame
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self._initialized = True
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return
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pygame.init()
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pygame.display.set_caption("Mainline")
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self._screen = pygame.display.set_mode(
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(self.window_width, self.window_height),
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pygame.RESIZABLE,
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)
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self._pygame = pygame
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PygameDisplay._pygame_initialized = True
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# Calculate character dimensions from actual window size
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self.width = max(1, self.window_width // self.cell_width)
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self.height = max(1, self.window_height // self.cell_height)
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font_path = self._get_font_path()
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if font_path:
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try:
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self._font = pygame.font.Font(font_path, self.cell_height - 2)
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except Exception:
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self._font = pygame.font.SysFont("monospace", self.cell_height - 2)
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else:
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self._font = pygame.font.SysFont("monospace", self.cell_height - 2)
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# Check if font supports box-drawing characters; if not, try to find one
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self._use_fallback_border = False
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if self._font:
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try:
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# Test rendering some key box-drawing characters
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test_chars = ["┌", "─", "┐", "│", "└", "┘"]
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for ch in test_chars:
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surf = self._font.render(ch, True, (255, 255, 255))
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# If surface is empty (width=0 or all black), font lacks glyph
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if surf.get_width() == 0:
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raise ValueError("Missing glyph")
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except Exception:
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# Font doesn't support box-drawing, will use line drawing fallback
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self._use_fallback_border = True
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self._initialized = True
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def show(self, buffer: list[str], border: bool = False) -> None:
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if not self._initialized or not self._pygame:
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return
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t0 = time.perf_counter()
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for event in self._pygame.event.get():
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if event.type == self._pygame.QUIT:
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self._quit_requested = True
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elif event.type == self._pygame.KEYDOWN:
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if event.key in (self._pygame.K_ESCAPE, self._pygame.K_c):
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if event.key == self._pygame.K_c and not (
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event.mod & self._pygame.KMOD_LCTRL
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or event.mod & self._pygame.KMOD_RCTRL
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):
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continue
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self._quit_requested = True
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elif event.type == self._pygame.VIDEORESIZE:
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self.window_width = event.w
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self.window_height = event.h
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self.width = max(1, self.window_width // self.cell_width)
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self.height = max(1, self.window_height // self.cell_height)
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self._resized = True
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# FPS limiting - skip frame if we're going too fast
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if self._frame_period > 0:
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now = time.perf_counter()
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elapsed = now - self._last_frame_time
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if elapsed < self._frame_period:
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return # Skip this frame
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self._last_frame_time = now
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# Get metrics for border display
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fps = 0.0
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frame_time = 0.0
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from engine.display import get_monitor
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monitor = get_monitor()
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if monitor:
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stats = monitor.get_stats()
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avg_ms = stats.get("pipeline", {}).get("avg_ms", 0) if stats else 0
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frame_count = stats.get("frame_count", 0) if stats else 0
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if avg_ms and frame_count > 0:
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fps = 1000.0 / avg_ms
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frame_time = avg_ms
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self._screen.fill((0, 0, 0))
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# If border requested but font lacks box-drawing glyphs, use graphical fallback
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if border and self._use_fallback_border:
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self._draw_fallback_border(fps, frame_time)
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# Adjust content area to fit inside border
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content_offset_x = self.cell_width
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content_offset_y = self.cell_height
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self.window_width - 2 * self.cell_width
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self.window_height - 2 * self.cell_height
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else:
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# Normal rendering (with or without text border)
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content_offset_x = 0
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content_offset_y = 0
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if border:
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from engine.display import render_border
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buffer = render_border(buffer, self.width, self.height, fps, frame_time)
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blit_list = []
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for row_idx, line in enumerate(buffer[: self.height]):
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if row_idx >= self.height:
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break
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tokens = parse_ansi(line)
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x_pos = content_offset_x
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for text, fg, bg, _bold in tokens:
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if not text:
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continue
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# Use None as key for no background
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bg_key = bg if bg != (0, 0, 0) else None
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cache_key = (text, fg, bg_key)
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if cache_key not in self._glyph_cache:
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# Render and cache
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if bg_key is not None:
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self._glyph_cache[cache_key] = self._font.render(
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text, True, fg, bg_key
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)
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else:
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self._glyph_cache[cache_key] = self._font.render(text, True, fg)
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surface = self._glyph_cache[cache_key]
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blit_list.append(
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(surface, (x_pos, content_offset_y + row_idx * self.cell_height))
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)
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x_pos += self._font.size(text)[0]
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self._screen.blits(blit_list)
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# Draw fallback border using graphics if needed
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if border and self._use_fallback_border:
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self._draw_fallback_border(fps, frame_time)
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self._pygame.display.flip()
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elapsed_ms = (time.perf_counter() - t0) * 1000
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if monitor:
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chars_in = sum(len(line) for line in buffer)
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monitor.record_effect("pygame_display", elapsed_ms, chars_in, chars_in)
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def _draw_fallback_border(self, fps: float, frame_time: float) -> None:
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"""Draw border using pygame graphics primitives instead of text."""
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if not self._screen or not self._pygame:
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return
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# Colors
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border_color = (0, 255, 0) # Green (like terminal border)
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text_color = (255, 255, 255)
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# Calculate dimensions
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x1 = 0
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y1 = 0
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x2 = self.window_width - 1
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y2 = self.window_height - 1
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# Draw outer rectangle
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self._pygame.draw.rect(
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self._screen, border_color, (x1, y1, x2 - x1 + 1, y2 - y1 + 1), 1
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)
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# Draw top border with FPS
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if fps > 0:
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fps_text = f" FPS:{fps:.0f}"
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else:
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fps_text = ""
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# We need to render this text with a fallback font that has basic ASCII
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# Use system font which should have these characters
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try:
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font = self._font # May not have box chars but should have alphanumeric
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text_surf = font.render(fps_text, True, text_color, (0, 0, 0))
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text_rect = text_surf.get_rect()
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# Position on top border, right-aligned
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text_x = x2 - text_rect.width - 5
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text_y = y1 + 2
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self._screen.blit(text_surf, (text_x, text_y))
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except Exception:
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pass
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# Draw bottom border with frame time
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if frame_time > 0:
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ft_text = f" {frame_time:.1f}ms"
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try:
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ft_surf = self._font.render(ft_text, True, text_color, (0, 0, 0))
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ft_rect = ft_surf.get_rect()
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ft_x = x2 - ft_rect.width - 5
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ft_y = y2 - ft_rect.height - 2
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self._screen.blit(ft_surf, (ft_x, ft_y))
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except Exception:
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pass
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def clear(self) -> None:
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if self._screen and self._pygame:
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self._screen.fill((0, 0, 0))
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self._pygame.display.flip()
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def get_dimensions(self) -> tuple[int, int]:
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"""Get current terminal dimensions based on window size.
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Returns:
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(width, height) in character cells
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"""
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# Query actual window size and recalculate character cells
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if self._screen and self._pygame:
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try:
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w, h = self._screen.get_size()
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if w != self.window_width or h != self.window_height:
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self.window_width = w
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self.window_height = h
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self.width = max(1, w // self.cell_width)
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self.height = max(1, h // self.cell_height)
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except Exception:
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pass
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return self.width, self.height
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def cleanup(self, quit_pygame: bool = True) -> None:
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"""Cleanup display resources.
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Args:
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quit_pygame: If True, quit pygame entirely. Set to False when
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reusing the display to avoid closing shared window.
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"""
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if quit_pygame and self._pygame:
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self._pygame.quit()
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PygameDisplay._pygame_initialized = False
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@classmethod
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def reset_state(cls) -> None:
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"""Reset pygame state - useful for testing."""
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cls._pygame_initialized = False
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def is_quit_requested(self) -> bool:
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"""Check if user requested quit (Ctrl+C, Ctrl+Q, or Escape).
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Returns True if the user pressed Ctrl+C, Ctrl+Q, or Escape.
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The main loop should check this and raise KeyboardInterrupt.
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"""
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return self._quit_requested
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def clear_quit_request(self) -> bool:
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"""Clear the quit request flag after handling.
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Returns the previous quit request state.
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"""
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was_requested = self._quit_requested
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self._quit_requested = False
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return was_requested
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