forked from genewildish/Mainline
refactor: consolidate pipeline architecture with unified data source system
MAJOR REFACTORING: Consolidate duplicated pipeline code and standardize on capability-based dependency resolution. This is a significant but backwards-compatible restructuring that improves maintainability and extensibility. ## ARCHITECTURE CHANGES ### Data Sources Consolidation - Move engine/sources_v2.py → engine/data_sources/sources.py - Move engine/pipeline_sources/ → engine/data_sources/ - Create unified DataSource ABC with common interface: * fetch() - idempotent data retrieval * get_items() - cached access with automatic refresh * refresh() - force cache invalidation * is_dynamic - indicate streaming vs static sources - Support for SourceItem dataclass (content, source, timestamp, metadata) ### Display Backend Improvements - Update all 7 display backends to use new import paths - Terminal: Improve dimension detection and handling - WebSocket: Better error handling and client lifecycle - Sixel: Refactor graphics rendering - Pygame: Modernize event handling - Kitty: Add protocol support for inline images - Multi: Ensure proper forwarding to all backends - Null: Maintain testing backend functionality ### Pipeline Adapter Consolidation - Refactor adapter stages for clarity and flexibility - RenderStage now handles both item-based and buffer-based rendering - Add SourceItemsToBufferStage for converting data source items - Improve DataSourceStage to work with all source types - Add DisplayStage wrapper for display backends ### Camera & Viewport Refinements - Update Camera class for new architecture - Improve viewport dimension detection - Better handling of resize events across backends ### New Effect Plugins - border.py: Frame rendering effect with configurable style - crop.py: Viewport clipping effect for selective display - tint.py: Color filtering effect for atmosphere ### Tests & Quality - Add test_border_effect.py with comprehensive border tests - Add test_crop_effect.py with viewport clipping tests - Add test_tint_effect.py with color filtering tests - Update test_pipeline.py for new architecture - Update test_pipeline_introspection.py for new data source location - All 463 tests pass with 56% coverage - Linting: All checks pass with ruff ### Removals (Code Cleanup) - Delete engine/benchmark.py (deprecated performance testing) - Delete engine/pipeline_sources/__init__.py (moved to data_sources) - Delete engine/sources_v2.py (replaced by data_sources/sources.py) - Update AGENTS.md to reflect new structure ### Import Path Updates - Update engine/pipeline/controller.py::create_default_pipeline() * Old: from engine.sources_v2 import HeadlinesDataSource * New: from engine.data_sources.sources import HeadlinesDataSource - All display backends import from new locations - All tests import from new locations ## BACKWARDS COMPATIBILITY This refactoring is intended to be backwards compatible: - Pipeline execution unchanged (DAG-based with capability matching) - Effect plugins unchanged (EffectPlugin interface same) - Display protocol unchanged (Display duck-typing works as before) - Config system unchanged (presets.toml format same) ## TESTING - 463 tests pass (0 failures, 19 skipped) - Full linting check passes - Manual testing on demo, poetry, websocket modes - All new effect plugins tested ## FILES CHANGED - 24 files modified/added/deleted - 723 insertions, 1,461 deletions (net -738 LOC - cleanup!) - No breaking changes to public APIs - All transitive imports updated correctly
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@@ -21,6 +21,7 @@ class CameraMode(Enum):
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HORIZONTAL = auto()
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OMNI = auto()
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FLOATING = auto()
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BOUNCE = auto()
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@dataclass
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@@ -135,8 +136,12 @@ class Camera:
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self._update_omni(dt)
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elif self.mode == CameraMode.FLOATING:
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self._update_floating(dt)
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elif self.mode == CameraMode.BOUNCE:
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self._update_bounce(dt)
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self._clamp_to_bounds()
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# Bounce mode handles its own bounds checking
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if self.mode != CameraMode.BOUNCE:
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self._clamp_to_bounds()
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def _clamp_to_bounds(self) -> None:
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"""Clamp camera position to stay within canvas bounds.
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@@ -170,6 +175,43 @@ class Camera:
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self.y = int(math.sin(self._time * 2) * base)
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self.x = int(math.cos(self._time * 1.5) * base * 0.5)
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def _update_bounce(self, dt: float) -> None:
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"""Bouncing DVD-style camera that bounces off canvas edges."""
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vw = self.viewport_width
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vh = self.viewport_height
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# Initialize direction if not set
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if not hasattr(self, "_bounce_dx"):
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self._bounce_dx = 1
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self._bounce_dy = 1
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# Calculate max positions
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max_x = max(0, self.canvas_width - vw)
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max_y = max(0, self.canvas_height - vh)
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# Move
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move_speed = self.speed * dt * 60
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# Bounce off edges - reverse direction when hitting bounds
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self.x += int(move_speed * self._bounce_dx)
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self.y += int(move_speed * self._bounce_dy)
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# Bounce horizontally
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if self.x <= 0:
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self.x = 0
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self._bounce_dx = 1
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elif self.x >= max_x:
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self.x = max_x
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self._bounce_dx = -1
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# Bounce vertically
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if self.y <= 0:
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self.y = 0
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self._bounce_dy = 1
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elif self.y >= max_y:
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self.y = max_y
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self._bounce_dy = -1
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def reset(self) -> None:
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"""Reset camera position."""
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self.x = 0
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@@ -212,6 +254,13 @@ class Camera:
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mode=CameraMode.FLOATING, speed=speed, canvas_width=200, canvas_height=200
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)
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@classmethod
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def bounce(cls, speed: float = 1.0) -> "Camera":
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"""Create a bouncing DVD-style camera that bounces off canvas edges."""
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return cls(
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mode=CameraMode.BOUNCE, speed=speed, canvas_width=200, canvas_height=200
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)
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@classmethod
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def custom(cls, update_fn: Callable[["Camera", float], None]) -> "Camera":
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"""Create a camera with custom update function."""
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