"""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 ( BOX_CHARS, 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, Table, Form, Field, Password, Radio, Checkbox, FormButton, HeadingLevel, DividerStyle, ListStyle, Align, BorderWeight, ) 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) elif isinstance(node, Table): _paint_table(node, grid, x, y, w) elif isinstance(node, Form): for child in node.children: paint(child, grid) elif isinstance(node, Field): label_style = CellStyle(fg="888") field_style = CellStyle(fg="0cf") label_text = f"{node.field_name}: " grid.put_text(x, y, label_text, style=label_style) # Draw [ placeholder_______ ] fx = x + len(label_text) fw = min(node.field_width, w - len(label_text) - 2) grid.put(fx, y, "[", style=field_style) placeholder = node.placeholder or node.field_name inner = f" {placeholder}".ljust(fw - 1)[:fw - 1] grid.put_text(fx + 1, y, inner, style=CellStyle(fg="555")) grid.put(fx + fw, y, "]", style=field_style) elif isinstance(node, Password): label_style = CellStyle(fg="888") field_style = CellStyle(fg="0cf") label_text = f"{node.field_name}: " grid.put_text(x, y, label_text, style=label_style) fx = x + len(label_text) fw = min(node.field_width, w - len(label_text) - 2) grid.put(fx, y, "[", style=field_style) inner = " " + "•" * (fw - 2) grid.put_text(fx + 1, y, inner[:fw - 1], style=CellStyle(fg="555")) grid.put(fx + fw, y, "]", style=field_style) elif isinstance(node, Radio): label_style = CellStyle(fg="888") label_text = f"{node.group}: " grid.put_text(x, y, label_text, style=label_style) rx = x + len(label_text) for i, opt in enumerate(node.options): dot = "(•)" if i == 0 else "( )" opt_style = CellStyle(fg="0cf" if i == 0 else "888") grid.put_text(rx, y, dot, style=opt_style) rx += 4 grid.put_text(rx, y, opt, style=CellStyle()) rx += len(opt) + 2 elif isinstance(node, Checkbox): check_style = CellStyle(fg="0cf") box_char = "[✓]" if node.checked else "[ ]" grid.put_text(x, y, box_char, style=check_style) grid.put_text(x + 4, y, node.checkbox_label) elif isinstance(node, FormButton): btn_style = CellStyle(bold=True, fg="0f0") btn_text = f"[ {node.button_label} ]" grid.put_text(x, y, btn_text, style=btn_style, link=node.dest) else: # Generic: paint children for child in node.children: paint(child, grid) def _paint_table(node: Table, grid: CharGrid, x: int, y: int, w: int) -> None: """Paint a box-drawn table with header and data rows.""" if not node.columns: return ch = BOX_CHARS[BorderWeight.LIGHT] border_style = CellStyle() header_style = CellStyle(bold=True) num_cols = len(node.columns) # Calculate column widths # If columns have explicit widths, use them. Otherwise distribute evenly. col_widths: list[int] = [] total_explicit = 0 auto_count = 0 for _, cw in node.columns: if cw > 0: col_widths.append(cw) total_explicit += cw else: col_widths.append(0) auto_count += 1 # Available inner width = total - borders (num_cols + 1 border chars) inner_w = w - (num_cols + 1) if auto_count > 0: auto_each = max(1, (inner_w - total_explicit) // auto_count) for i in range(len(col_widths)): if col_widths[i] == 0: col_widths[i] = auto_each # Compute column x positions (after each left border) col_x: list[int] = [] cx = x + 1 # after left border for cw in col_widths: col_x.append(cx) cx += cw + 1 # +1 for separator table_w = cx - x # total table width including right border row_y = y # ── Top border ── grid.put(x, row_y, ch["tl"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) grid.put(x + table_w - 1, row_y, ch["tr"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) for ci, cw in enumerate(col_widths): for j in range(cw): grid.put(col_x[ci] + j, row_y, ch["h"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) # Column separator on top border if ci < num_cols - 1: grid.put(col_x[ci] + cw, row_y, ch["t_down"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) row_y += 1 # ── Header row ── grid.put(x, row_y, ch["v"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) for ci, (col_name, _) in enumerate(node.columns): text = col_name[:col_widths[ci]].ljust(col_widths[ci]) grid.put_text(col_x[ci], row_y, text, style=header_style) sep_x = col_x[ci] + col_widths[ci] grid.put(sep_x, row_y, ch["v"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) row_y += 1 # ── Header separator ── grid.put(x, row_y, ch["t_right"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) grid.put(x + table_w - 1, row_y, ch["t_left"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) for ci, cw in enumerate(col_widths): for j in range(cw): grid.put(col_x[ci] + j, row_y, ch["h"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) if ci < num_cols - 1: grid.put(col_x[ci] + cw, row_y, ch["cross"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) row_y += 1 # ── Data rows ── cell_style = CellStyle() for row_data in node.rows: grid.put(x, row_y, ch["v"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) for ci in range(num_cols): cell_text = row_data[ci] if ci < len(row_data) else "" text = cell_text[:col_widths[ci]].ljust(col_widths[ci]) # Check for @color{hex}{text} modifiers in cell content if "@" in cell_text: spans = [] import re as _re pattern = _re.compile(r"@color\{([0-9a-fA-F]{3})\}\{([^}]*)\}") pos = 0 styled_parts: list[tuple[str, CellStyle]] = [] for m in pattern.finditer(cell_text): if m.start() > pos: styled_parts.append((cell_text[pos:m.start()], cell_style)) styled_parts.append((m.group(2), CellStyle(fg=m.group(1)))) pos = m.end() if pos < len(cell_text): styled_parts.append((cell_text[pos:], cell_style)) col_pos = col_x[ci] for part_text, part_style in styled_parts: for pch in part_text: if col_pos < col_x[ci] + col_widths[ci]: grid.put(col_pos, row_y, pch, style=part_style) col_pos += 1 # Pad remaining while col_pos < col_x[ci] + col_widths[ci]: grid.put(col_pos, row_y, " ") col_pos += 1 else: grid.put_text(col_x[ci], row_y, text, style=cell_style) sep_x = col_x[ci] + col_widths[ci] grid.put(sep_x, row_y, ch["v"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) row_y += 1 # ── Bottom border ── grid.put(x, row_y, ch["bl"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) grid.put(x + table_w - 1, row_y, ch["br"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) for ci, cw in enumerate(col_widths): for j in range(cw): grid.put(col_x[ci] + j, row_y, ch["h"], border_style, is_border=True, border_weight=BorderWeight.LIGHT) if ci < num_cols - 1: grid.put(col_x[ci] + cw, row_y, ch["t_up"], border_style, is_border=True, border_weight=BorderWeight.LIGHT)