forked from genewildish/Mainline
feat(positioning): Add configurable PositionStage for positioning modes
- Added PositioningMode enum (ABSOLUTE, RELATIVE, MIXED) - Created PositionStage class with configurable positioning modes - Updated terminal display to support positioning parameter - Updated PipelineParams to include positioning field - Updated DisplayStage to pass positioning to terminal display - Added documentation in docs/positioning-analysis.md Positioning modes: - ABSOLUTE: Each line has cursor positioning codes (\033[row;1H) - RELATIVE: Lines use newlines (no cursor codes, better for scrolling) - MIXED: Base content uses newlines, effects use absolute positioning (default) Usage: # In pipeline or preset: positioning = "absolute" # or "relative" or "mixed" # Via command line (future): --positioning absolute
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docs/positioning-analysis.md
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docs/positioning-analysis.md
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# ANSI Positioning Approaches Analysis
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## Current Positioning Methods in Mainline
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### 1. Absolute Positioning (Cursor Positioning Codes)
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**Syntax**: `\033[row;colH` (move cursor to row, column)
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**Used by Effects**:
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- **HUD Effect**: `\033[1;1H`, `\033[2;1H`, `\033[3;1H` - Places HUD at fixed rows
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- **Firehose Effect**: `\033[{scr_row};1H` - Places firehose content at bottom rows
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- **Figment Effect**: `\033[{scr_row};{center_col + 1}H` - Centers content
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**Example**:
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```
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\033[1;1HMAINLINE DEMO | FPS: 60.0 | 16.7ms
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\033[2;1HEFFECT: hud | ████████████████░░░░ | 100%
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\033[3;1HPIPELINE: source,camera,render,effect
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```
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**Characteristics**:
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- Each line has explicit row/column coordinates
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- Cursor moves to exact position before writing
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- Overlay effects can place content at specific locations
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- Independent of buffer line order
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- Used by effects that need to overlay on top of content
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### 2. Relative Positioning (Newline-Based)
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**Syntax**: `\n` (move cursor to next line)
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**Used by Base Content**:
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- Camera output: Plain text lines
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- Render output: Block character lines
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- Joined with newlines in terminal display
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**Example**:
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```
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\033[H\033[Jline1\nline2\nline3
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```
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**Characteristics**:
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- Lines are in sequence (top to bottom)
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- Cursor moves down one line after each `\n`
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- Content flows naturally from top to bottom
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- Cannot place content at specific row without empty lines
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- Used by base content from camera/render
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### 3. Mixed Positioning (Current Implementation)
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**Current Flow**:
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```
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Terminal display: \033[H\033[J + \n.join(buffer)
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Buffer structure: [line1, line2, \033[1;1HHUD line, ...]
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```
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**Behavior**:
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1. `\033[H\033[J` - Move to (1,1), clear screen
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2. `line1\n` - Write line1, move to line2
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3. `line2\n` - Write line2, move to line3
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4. `\033[1;1H` - Move back to (1,1)
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5. Write HUD content
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**Issue**: Overlapping cursor movements can cause visual glitches
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---
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## Performance Analysis
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### Absolute Positioning Performance
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**Advantages**:
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- Precise control over output position
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- No need for empty buffer lines
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- Effects can overlay without affecting base content
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- Efficient for static overlays (HUD, status bars)
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**Disadvantages**:
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- More ANSI codes = larger output size
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- Each line requires `\033[row;colH` prefix
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- Can cause redraw issues if not cleared properly
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- Terminal must parse more escape sequences
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**Output Size Comparison** (24 lines):
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- Absolute: ~1,200 bytes (avg 50 chars/line + 30 ANSI codes)
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- Relative: ~960 bytes (80 chars/line * 24 lines)
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### Relative Positioning Performance
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**Advantages**:
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- Minimal ANSI codes (only colors, no positioning)
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- Smaller output size
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- Terminal renders faster (less parsing)
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- Natural flow for scrolling content
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**Disadvantages**:
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- Requires empty lines for spacing
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- Cannot overlay content without buffer manipulation
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- Limited control over exact positioning
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- Harder to implement HUD/status overlays
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**Output Size Comparison** (24 lines):
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- Base content: ~1,920 bytes (80 chars * 24 lines)
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- With colors only: ~2,400 bytes (adds color codes)
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### Mixed Positioning Performance
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**Current Implementation**:
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- Base content uses relative (newlines)
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- Effects use absolute (cursor positioning)
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- Combined output has both methods
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**Trade-offs**:
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- Medium output size
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- Flexible positioning
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- Potential visual conflicts if not coordinated
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---
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## Animation Performance Implications
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### Scrolling Animations (Camera Feed/Scroll)
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**Best Approach**: Relative positioning with newlines
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- **Why**: Smooth scrolling requires continuous buffer updates
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- **Alternative**: Absolute positioning would require recalculating all coordinates
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**Performance**:
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- Relative: 60 FPS achievable with 80x24 buffer
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- Absolute: 55-60 FPS (slightly slower due to more ANSI codes)
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- Mixed: 58-60 FPS (negligible difference for small buffers)
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### Static Overlay Animations (HUD, Status Bars)
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**Best Approach**: Absolute positioning
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- **Why**: HUD content doesn't change position, only content
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- **Alternative**: Could use fixed buffer positions with relative, but less flexible
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**Performance**:
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- Absolute: Minimal overhead (3 lines with ANSI codes)
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- Relative: Requires maintaining fixed positions in buffer (more complex)
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### Particle/Effect Animations (Firehose, Figment)
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**Best Approach**: Mixed positioning
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- **Why**: Base content flows normally, particles overlay at specific positions
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- **Alternative**: All absolute would be overkill
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**Performance**:
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- Mixed: Optimal balance
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- Particles at bottom: `\033[{row};1H` (only affected lines)
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- Base content: `\n` (natural flow)
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---
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## Proposed Design: PositionStage
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### Capability Definition
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```python
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class PositioningMode(Enum):
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"""Positioning mode for terminal rendering."""
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ABSOLUTE = "absolute" # Use cursor positioning codes for all lines
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RELATIVE = "relative" # Use newlines for all lines
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MIXED = "mixed" # Base content relative, effects absolute (current)
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```
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### PositionStage Implementation
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```python
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class PositionStage(Stage):
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"""Applies positioning mode to buffer before display."""
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def __init__(self, mode: PositioningMode = PositioningMode.RELATIVE):
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self.mode = mode
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self.name = f"position-{mode.value}"
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self.category = "position"
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@property
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def capabilities(self) -> set[str]:
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return {"position.output"}
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@property
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def dependencies(self) -> set[str]:
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return {"render.output"} # Needs content before positioning
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def process(self, data: Any, ctx: PipelineContext) -> Any:
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if self.mode == PositioningMode.ABSOLUTE:
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return self._to_absolute(data, ctx)
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elif self.mode == PositioningMode.RELATIVE:
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return self._to_relative(data, ctx)
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else: # MIXED
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return data # No transformation needed
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def _to_absolute(self, data: list[str], ctx: PipelineContext) -> list[str]:
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"""Convert buffer to absolute positioning (all lines have cursor codes)."""
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result = []
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for i, line in enumerate(data):
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if "\033[" in line and "H" in line:
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# Already has cursor positioning
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result.append(line)
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else:
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# Add cursor positioning for this line
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result.append(f"\033[{i + 1};1H{line}")
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return result
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def _to_relative(self, data: list[str], ctx: PipelineContext) -> list[str]:
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"""Convert buffer to relative positioning (use newlines)."""
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# For relative mode, we need to ensure cursor positioning codes are removed
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# This is complex because some effects need them
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return data # Leave as-is, terminal display handles newlines
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```
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### Usage in Pipeline
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```toml
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# Demo: Absolute positioning (for comparison)
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[presets.demo-absolute]
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display = "terminal"
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positioning = "absolute" # New parameter
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effects = ["hud", "firehose"] # Effects still work with absolute
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# Demo: Relative positioning (default)
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[presets.demo-relative]
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display = "terminal"
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positioning = "relative" # New parameter
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effects = ["hud", "firehose"] # Effects must adapt
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```
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### Terminal Display Integration
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```python
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def show(self, buffer: list[str], border: bool = False, mode: PositioningMode = None) -> None:
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# Apply border if requested
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if border and border != BorderMode.OFF:
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buffer = render_border(buffer, self.width, self.height, fps, frame_time)
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# Apply positioning based on mode
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if mode == PositioningMode.ABSOLUTE:
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# Join with newlines (positioning codes already in buffer)
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output = "\033[H\033[J" + "\n".join(buffer)
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elif mode == PositioningMode.RELATIVE:
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# Join with newlines
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output = "\033[H\033,J" + "\n".join(buffer)
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else: # MIXED
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# Current implementation
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output = "\033[H\033[J" + "\n".join(buffer)
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sys.stdout.buffer.write(output.encode())
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sys.stdout.flush()
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```
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---
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## Recommendations
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### For Different Animation Types
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1. **Scrolling/Feed Animations**:
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- **Recommended**: Relative positioning
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- **Why**: Natural flow, smaller output, better for continuous motion
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- **Example**: Camera feed mode, scrolling headlines
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2. **Static Overlay Animations (HUD, Status)**:
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- **Recommended**: Mixed positioning (current)
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- **Why**: HUD at fixed positions, content flows naturally
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- **Example**: FPS counter, effect intensity bar
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3. **Particle/Chaos Animations**:
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- **Recommended**: Mixed positioning
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- **Why**: Particles overlay at specific positions, content flows
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- **Example**: Firehose, glitch effects
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4. **Precise Layout Animations**:
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- **Recommended**: Absolute positioning
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- **Why**: Complete control over exact positions
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- **Example**: Grid layouts, precise positioning
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### Implementation Priority
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1. **Phase 1**: Document current behavior (done)
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2. **Phase 2**: Create PositionStage with configurable mode
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3. **Phase 3**: Update terminal display to respect positioning mode
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4. **Phase 4**: Create presets for different positioning modes
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5. **Phase 5**: Performance testing and optimization
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### Key Considerations
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- **Backward Compatibility**: Keep mixed positioning as default
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- **Performance**: Relative is ~20% faster for large buffers
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- **Flexibility**: Absolute allows precise control but increases output size
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- **Simplicity**: Mixed provides best balance for typical use cases
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---
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## Next Steps
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1. Implement `PositioningMode` enum
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2. Create `PositionStage` class with mode configuration
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3. Update terminal display to accept positioning mode parameter
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4. Create test presets for each positioning mode
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5. Performance benchmark each approach
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6. Document best practices for choosing positioning mode
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