feat: added a twist

This commit is contained in:
2026-04-01 00:53:55 +02:00
parent 0b7deee59e
commit b40c6436cd
76 changed files with 15121 additions and 64 deletions

216
backend/uframe/paint.py Normal file
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"""Paint pass — write IR nodes into the CharGrid as characters.
Depth-first traversal: each node writes its content at its assigned
rect position. Containers recurse into children after drawing their
own structure (borders, etc.).
"""
from __future__ import annotations
import textwrap
from uframe.chars import (
DIVIDER_CHARS, GAUGE_FILLED, GAUGE_EMPTY,
STATUS_CHARS, STATUS_COLORS, sparkline_chars,
)
from uframe.grid import CharGrid, CellStyle
from uframe.ir import (
IRNode, Page, Box, Row, Col, Spacer, Pad,
Heading, Text, Label, Divider, Link, ListNode, ListItem,
Gauge, Sparkline, Status,
HeadingLevel, DividerStyle, ListStyle, Align,
)
def _align_text(text: str, width: int, align: Align) -> str:
"""Align text within a field of the given width."""
if len(text) >= width:
return text[:width]
if align == Align.CENTER:
return text.center(width)
elif align == Align.RIGHT:
return text.rjust(width)
return text.ljust(width)
def _style_from_node(node: IRNode) -> CellStyle:
"""Create a CellStyle from a node's style attributes."""
return CellStyle(
fg=node.style.fg,
bg=node.style.bg,
bold=node.style.bold,
italic=node.style.italic,
underline=node.style.underline,
)
def paint(node: IRNode, grid: CharGrid) -> None:
"""Recursively paint an IR node and its children into the grid."""
x, y, w = node.rect.x, node.rect.y, node.rect.w
# Ensure grid is tall enough
grid.grow_height(y + node.rect.h)
if isinstance(node, Page):
for child in node.children:
paint(child, grid)
elif isinstance(node, Box):
# Draw the border
title_style = CellStyle(bold=True, fg=node.style.fg)
grid.draw_border(x, y, w, node.rect.h,
weight=node.weight,
title=node.title,
title_style=title_style)
# Paint children inside the border
for child in node.children:
paint(child, grid)
elif isinstance(node, Row):
for child in node.children:
paint(child, grid)
elif isinstance(node, Col):
for child in node.children:
paint(child, grid)
elif isinstance(node, Spacer):
pass # Just empty space
elif isinstance(node, Pad):
for child in node.children:
paint(child, grid)
elif isinstance(node, Heading):
style = CellStyle(bold=True)
if node.level == HeadingLevel.H1:
style.fg = "0f0" # green
elif node.level == HeadingLevel.H2:
style.fg = "0cf" # cyan
elif node.level == HeadingLevel.H3:
style.fg = "88f" # light blue
# Underline-style heading
grid.put_text(x, y, node.text[:w], style=style)
elif isinstance(node, Text):
style = _style_from_node(node)
if node.spans and any(
s.bold or s.italic or s.underline or s.fg or s.bg
for s in node.spans
):
# Render with inline spans
col = x
row = y
for span in node.spans:
span_style = CellStyle(
fg=span.fg or style.fg,
bg=span.bg or style.bg,
bold=span.bold or style.bold,
italic=span.italic or style.italic,
underline=span.underline or style.underline,
)
for ch in span.text:
if col >= x + w:
col = x
row += 1
if grid.in_bounds(col, row):
grid.put(col, row, ch, style=span_style)
col += 1
else:
# Simple text with word wrapping
wrapped = textwrap.wrap(node.content, width=w) if node.content else [""]
for i, line in enumerate(wrapped):
if y + i < grid.height:
text = _align_text(line, w, node.style.align)
grid.put_text(x, y + i, text, style=style)
elif isinstance(node, Label):
style = _style_from_node(node)
key_style = CellStyle(bold=True, fg=style.fg, bg=style.bg)
# Key: value layout with padding
key_text = f"{node.key}:"
pad = max(1, 16 - len(key_text))
grid.put_text(x, y, key_text, style=key_style)
grid.put_text(x + len(key_text) + pad, y, node.value, style=style)
elif isinstance(node, Divider):
ds = node.divider_style
char = DIVIDER_CHARS.get(ds.name.lower(), "")
style = CellStyle(fg="555")
for col in range(x, x + w):
grid.put(col, y, char, style=style)
elif isinstance(node, Link):
style = CellStyle(fg="0cf", underline=True)
# In ASCII mode, display as [text]. In Micron, the emitter wraps with link syntax.
# Write just the display text — the link metadata goes on cells for Micron emission.
grid.put_text(x, y, node.display[:w], style=style, link=node.dest)
elif isinstance(node, ListNode):
for child in node.children:
paint(child, grid)
elif isinstance(node, ListItem):
style = _style_from_node(node)
# Parent determines bullet style — use a simple bullet for now
bullet = ""
grid.put_text(x - 2, y, bullet, style=CellStyle(fg="888"))
# Wrap content
wrapped = textwrap.wrap(node.content, width=w) if node.content else [""]
for i, line in enumerate(wrapped):
if y + i < grid.height:
grid.put_text(x, y + i, line, style=style)
elif isinstance(node, Gauge):
style = _style_from_node(node)
# Label
label_text = f"{node.label} "
grid.put_text(x, y, label_text, style=CellStyle(bold=True))
bar_x = x + len(label_text)
bar_w = min(node.bar_width, w - len(label_text) - 6)
if bar_w > 0:
pct = min(node.value / node.max_val, 1.0) if node.max_val > 0 else 0
filled = int(bar_w * pct)
# Determine color based on thresholds
fg = "0f0" # green
if node.crit is not None and node.value >= node.crit:
fg = "f00" # red
elif node.warn is not None and node.value >= node.warn:
fg = "ff0" # yellow
for i in range(bar_w):
if i < filled:
grid.put(bar_x + i, y, GAUGE_FILLED, style=CellStyle(fg=fg))
else:
grid.put(bar_x + i, y, GAUGE_EMPTY, style=CellStyle(fg="555"))
# Percentage
pct_text = f" {int(pct * 100)}%"
grid.put_text(bar_x + bar_w, y, pct_text, style=CellStyle(fg=fg))
elif isinstance(node, Sparkline):
style = _style_from_node(node)
label_text = f"{node.label} "
grid.put_text(x, y, label_text, style=CellStyle(bold=True))
spark_x = x + len(label_text)
chars = sparkline_chars(node.values, node.spark_width)
spark_style = CellStyle(fg="0cf")
for i, ch in enumerate(chars):
grid.put(spark_x + i, y, ch, style=spark_style)
elif isinstance(node, Status):
char = STATUS_CHARS.get(node.state, "")
color = STATUS_COLORS.get(node.state, "888")
grid.put(x, y, char, style=CellStyle(fg=color))
grid.put_text(x + 2, y, node.label)
else:
# Generic: paint children
for child in node.children:
paint(child, grid)