- Add reuse parameter to Display.init() for all backends - PygameDisplay: reuse existing SDL window via class-level flag - TerminalDisplay: skip re-init when reuse=True - WebSocketDisplay: skip server start when reuse=True - SixelDisplay, KittyDisplay, NullDisplay: ignore reuse (not applicable) - MultiDisplay: pass reuse to child displays - Update benchmark.py to reuse pygame display for effect benchmarks - Add test_websocket_e2e.py with e2e marker - Register e2e marker in pyproject.toml
257 lines
7.7 KiB
Python
257 lines
7.7 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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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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_pygame_initialized: bool = False
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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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):
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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._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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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"] = "x11"
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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((self.window_width, self.window_height))
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self._pygame = pygame
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PygameDisplay._pygame_initialized = True
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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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self._initialized = True
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def show(self, buffer: list[str]) -> None:
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import sys
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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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sys.exit(0)
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self._screen.fill((0, 0, 0))
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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 = self._parse_ansi(line)
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x_pos = 0
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for text, fg, bg in tokens:
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if not text:
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continue
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if bg != (0, 0, 0):
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bg_surface = self._font.render(text, True, fg, bg)
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self._screen.blit(bg_surface, (x_pos, row_idx * self.cell_height))
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else:
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text_surface = self._font.render(text, True, fg)
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self._screen.blit(text_surface, (x_pos, row_idx * self.cell_height))
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x_pos += self._font.size(text)[0]
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self._pygame.display.flip()
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elapsed_ms = (time.perf_counter() - t0) * 1000
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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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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 _parse_ansi(
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self, text: str
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) -> list[tuple[str, tuple[int, int, int], tuple[int, int, int]]]:
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"""Parse ANSI text into tokens with fg/bg colors."""
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tokens = []
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current_text = ""
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fg = (204, 204, 204)
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bg = (0, 0, 0)
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i = 0
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ANSI_COLORS = {
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0: (0, 0, 0),
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1: (205, 49, 49),
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2: (13, 188, 121),
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3: (229, 229, 16),
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4: (36, 114, 200),
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5: (188, 63, 188),
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6: (17, 168, 205),
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7: (229, 229, 229),
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8: (102, 102, 102),
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9: (241, 76, 76),
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10: (35, 209, 139),
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11: (245, 245, 67),
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12: (59, 142, 234),
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13: (214, 112, 214),
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14: (41, 184, 219),
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15: (255, 255, 255),
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}
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while i < len(text):
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char = text[i]
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if char == "\x1b" and i + 1 < len(text) and text[i + 1] == "[":
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if current_text:
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tokens.append((current_text, fg, bg))
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current_text = ""
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i += 2
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code = ""
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while i < len(text):
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c = text[i]
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if c.isalpha():
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break
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code += c
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i += 1
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if code:
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codes = code.split(";")
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for c in codes:
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if c == "0":
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fg = (204, 204, 204)
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bg = (0, 0, 0)
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elif c.isdigit():
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color_idx = int(c)
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if color_idx in ANSI_COLORS:
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fg = ANSI_COLORS[color_idx]
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i += 1
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else:
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current_text += char
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i += 1
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if current_text:
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tokens.append((current_text, fg, bg))
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return tokens
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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 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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