Files
sideline/engine/display/backends/pygame.py
David Gwilliam f9991c24af feat(display): add Pygame native window display backend
- Add PygameDisplay for rendering in native application window
- Add pygame to optional dependencies
- Add run-pygame mise task
2026-03-16 00:00:53 -07:00

224 lines
6.5 KiB
Python

"""
Pygame display backend - renders to a native application window.
"""
import time
class PygameDisplay:
"""Pygame display backend - renders to native window."""
width: int = 80
height: int = 24
window_width: int = 800
window_height: int = 600
def __init__(
self,
cell_width: int = 10,
cell_height: int = 18,
window_width: int = 800,
window_height: int = 600,
):
self.width = 80
self.height = 24
self.cell_width = cell_width
self.cell_height = cell_height
self.window_width = window_width
self.window_height = window_height
self._initialized = False
self._pygame = None
self._screen = None
self._font = None
def _get_font_path(self) -> str | None:
"""Get font path for rendering."""
import os
import sys
from pathlib import Path
env_font = os.environ.get("MAINLINE_PYGAME_FONT")
if env_font and os.path.exists(env_font):
return env_font
def search_dir(base_path: str) -> str | None:
if not os.path.exists(base_path):
return None
if os.path.isfile(base_path):
return base_path
for font_file in Path(base_path).rglob("*"):
if font_file.suffix.lower() in (".ttf", ".otf", ".ttc"):
name = font_file.stem.lower()
if "geist" in name and ("nerd" in name or "mono" in name):
return str(font_file)
return None
search_dirs = []
if sys.platform == "darwin":
search_dirs.append(os.path.expanduser("~/Library/Fonts/"))
elif sys.platform == "win32":
search_dirs.append(
os.path.expanduser("~\\AppData\\Local\\Microsoft\\Windows\\Fonts\\")
)
else:
search_dirs.extend(
[
os.path.expanduser("~/.local/share/fonts/"),
os.path.expanduser("~/.fonts/"),
"/usr/share/fonts/",
]
)
for search_dir_path in search_dirs:
found = search_dir(search_dir_path)
if found:
return found
return None
def init(self, width: int, height: int) -> None:
self.width = width
self.height = height
try:
import pygame
except ImportError:
return
pygame.init()
self._pygame = pygame
self._screen = pygame.display.set_mode((self.window_width, self.window_height))
pygame.display.set_caption("Mainline")
font_path = self._get_font_path()
if font_path:
try:
self._font = pygame.font.Font(font_path, self.cell_height - 2)
except Exception:
self._font = pygame.font.SysFont("monospace", self.cell_height - 2)
else:
self._font = pygame.font.SysFont("monospace", self.cell_height - 2)
self._initialized = True
def show(self, buffer: list[str]) -> None:
import sys
if not self._initialized or not self._pygame:
return
t0 = time.perf_counter()
for event in self._pygame.event.get():
if event.type == self._pygame.QUIT:
sys.exit(0)
self._screen.fill((0, 0, 0))
for row_idx, line in enumerate(buffer[: self.height]):
if row_idx >= self.height:
break
tokens = self._parse_ansi(line)
x_pos = 0
for text, fg, bg in tokens:
if not text:
continue
if bg != (0, 0, 0):
bg_surface = self._font.render(text, True, fg, bg)
self._screen.blit(bg_surface, (x_pos, row_idx * self.cell_height))
else:
text_surface = self._font.render(text, True, fg)
self._screen.blit(text_surface, (x_pos, row_idx * self.cell_height))
x_pos += self._font.size(text)[0]
self._pygame.display.flip()
elapsed_ms = (time.perf_counter() - t0) * 1000
from engine.display import get_monitor
monitor = get_monitor()
if monitor:
chars_in = sum(len(line) for line in buffer)
monitor.record_effect("pygame_display", elapsed_ms, chars_in, chars_in)
def _parse_ansi(
self, text: str
) -> list[tuple[str, tuple[int, int, int], tuple[int, int, int]]]:
"""Parse ANSI text into tokens with fg/bg colors."""
tokens = []
current_text = ""
fg = (204, 204, 204)
bg = (0, 0, 0)
i = 0
ANSI_COLORS = {
0: (0, 0, 0),
1: (205, 49, 49),
2: (13, 188, 121),
3: (229, 229, 16),
4: (36, 114, 200),
5: (188, 63, 188),
6: (17, 168, 205),
7: (229, 229, 229),
8: (102, 102, 102),
9: (241, 76, 76),
10: (35, 209, 139),
11: (245, 245, 67),
12: (59, 142, 234),
13: (214, 112, 214),
14: (41, 184, 219),
15: (255, 255, 255),
}
while i < len(text):
char = text[i]
if char == "\x1b" and i + 1 < len(text) and text[i + 1] == "[":
if current_text:
tokens.append((current_text, fg, bg))
current_text = ""
i += 2
code = ""
while i < len(text):
c = text[i]
if c.isalpha():
break
code += c
i += 1
if code:
codes = code.split(";")
for c in codes:
if c == "0":
fg = (204, 204, 204)
bg = (0, 0, 0)
elif c.isdigit():
color_idx = int(c)
if color_idx in ANSI_COLORS:
fg = ANSI_COLORS[color_idx]
i += 1
else:
current_text += char
i += 1
if current_text:
tokens.append((current_text, fg, bg))
return tokens
def clear(self) -> None:
if self._screen and self._pygame:
self._screen.fill((0, 0, 0))
self._pygame.display.flip()
def cleanup(self) -> None:
if self._pygame:
self._pygame.quit()