Files
2026-04-01 16:04:06 +02:00

621 lines
25 KiB
Python

"""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 re
import textwrap
from uframe.chars import (
BOX_CHARS, DIVIDER_CHARS, 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,
BigTitle, ImageNode, HNav, VNav,
HeadingLevel, DividerStyle, ListStyle, Align, BorderWeight,
)
from uframe.themes import ThemeDef, THEME_DEFAULT
from uframe.fonts import render_big_text, get_text_width, FONT_HEIGHTS
from uframe.imaging import convert_image
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, theme: ThemeDef | None = None) -> None:
"""Recursively paint an IR node and its children into the grid."""
th = theme or THEME_DEFAULT
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, th)
elif isinstance(node, Box):
# Draw the border with themed characters
title_style = CellStyle(bold=True, fg=node.style.fg or th.palette.accent)
grid.draw_border(x, y, w, node.rect.h,
weight=node.weight,
title=node.title,
title_style=title_style,
border_chars=th.border_dict(node.weight.name.lower()),
title_caps=(th.title_caps.left, th.title_caps.right))
# Propagate box alignment/color to children that don't have their own
for child in node.children:
if node.style.align != Align.LEFT and child.style.align == Align.LEFT:
child.style.align = node.style.align
if node.style.fg and not child.style.fg:
child.style.fg = node.style.fg
paint(child, grid, th)
elif isinstance(node, Row):
for child in node.children:
paint(child, grid, th)
elif isinstance(node, Col):
for child in node.children:
paint(child, grid, th)
elif isinstance(node, Spacer):
pass # Just empty space
elif isinstance(node, Pad):
for child in node.children:
paint(child, grid, th)
elif isinstance(node, Heading):
style = CellStyle(bold=True)
if node.level == HeadingLevel.H1:
style.fg = th.palette.accent
elif node.level == HeadingLevel.H2:
style.fg = th.palette.accent2
elif node.level == HeadingLevel.H3:
style.fg = th.palette.accent3
# 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 = getattr(th.dividers, ds.name.lower(), th.dividers.light)
style = CellStyle(fg=th.palette.muted)
for col in range(x, x + w):
grid.put(col, y, char, style=style)
elif isinstance(node, Link):
style = CellStyle(fg=th.palette.info, underline=True)
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, th)
elif isinstance(node, ListItem):
style = _style_from_node(node)
# Bullet to the left of the content (safe: put_text clips to bounds)
bullet_x = max(0, x - 2)
grid.put_text(bullet_x, y, f"{th.ornaments.bullet} ", style=CellStyle(fg=th.palette.label))
# 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 = th.palette.success
if node.crit is not None and node.value >= node.crit:
fg = th.palette.danger
elif node.warn is not None and node.value >= node.warn:
fg = th.palette.warning
for i in range(bar_w):
if i < filled:
grid.put(bar_x + i, y, th.gauge.filled, style=CellStyle(fg=fg))
else:
grid.put(bar_x + i, y, th.gauge.empty, style=CellStyle(fg=th.palette.muted))
# 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=th.palette.info)
for i, ch in enumerate(chars):
grid.put(spark_x + i, y, ch, style=spark_style)
elif isinstance(node, Status):
char = getattr(th.indicators, node.state, th.indicators.unknown)
color_map = {"online": th.palette.success, "offline": th.palette.danger,
"degraded": th.palette.warning, "unknown": th.palette.label,
"alert": th.palette.danger}
color = color_map.get(node.state, th.palette.label)
grid.put(x, y, char, style=CellStyle(fg=color))
grid.put_text(x + 2, y, node.label)
elif isinstance(node, HNav):
_paint_hnav(node, grid, x, y, w, th)
elif isinstance(node, VNav):
_paint_vnav(node, grid, x, y, w, th)
elif isinstance(node, ImageNode):
style = CellStyle(fg=node.style.fg or th.palette.accent)
try:
lines = convert_image(node.path, node.mode, node.img_width,
node.dither, node.invert, node.use_color)
# Center if aligned
offset = 0
actual_w = len(lines[0]) if lines else 0
if node.style.align == Align.CENTER:
offset = max(0, (w - actual_w) // 2)
elif node.style.align == Align.RIGHT:
offset = max(0, w - actual_w)
for row_i, line in enumerate(lines):
if y + row_i < grid.height:
grid.put_text(x + offset, y + row_i, line, style=style)
# Caption
if node.caption and y + len(lines) < grid.height:
cap_style = CellStyle(fg=th.palette.label, italic=True)
grid.put_text(x + offset, y + len(lines), node.caption, style=cap_style)
except (ImportError, FileNotFoundError) as e:
# Render placeholder if image can't be loaded
grid.put_text(x, y, f"[image: {node.path}]", style=CellStyle(fg=th.palette.muted))
elif isinstance(node, BigTitle):
style = CellStyle(fg=node.style.fg or th.palette.accent, bold=True)
# Determine which font fits
font = node.font
tw = get_text_width(node.text, font)
if tw > w:
# Try fallback cascade
for fallback in ["pixel", "thin"]:
if get_text_width(node.text, fallback) <= w:
font = fallback
tw = get_text_width(node.text, fallback)
break
else:
# Final fallback: styled single line
styled = f"═══ {node.text.upper()} ═══"
grid.put_text(x, y, styled[:w], style=style)
return
lines = render_big_text(node.text, font)
# Center if align is set
offset = 0
if node.style.align == Align.CENTER:
offset = max(0, (w - tw) // 2)
elif node.style.align == Align.RIGHT:
offset = max(0, w - tw)
for row_i, line in enumerate(lines):
if y + row_i < grid.height:
grid.put_text(x + offset, y + row_i, line, style=style)
elif isinstance(node, Table):
_paint_table(node, grid, x, y, w)
elif isinstance(node, Form):
for child in node.children:
paint(child, grid, th)
elif isinstance(node, Field):
label_style = CellStyle(fg=th.palette.label)
field_style = CellStyle(fg=th.palette.form)
label_text = f"{node.field_name}: "
grid.put_text(x, y, label_text, style=label_style)
fl = th.form.field_l
fr = th.form.field_r
fx = x + len(label_text)
fw = min(node.field_width, w - len(label_text) - len(fl) - len(fr))
grid.put_text(fx, y, fl, style=field_style)
placeholder = node.placeholder or node.field_name
inner = placeholder.ljust(fw)[:fw]
grid.put_text(fx + len(fl), y, inner, style=CellStyle(fg=th.palette.muted))
grid.put_text(fx + len(fl) + fw, y, fr, style=field_style)
elif isinstance(node, Password):
label_style = CellStyle(fg=th.palette.label)
field_style = CellStyle(fg=th.palette.form)
label_text = f"{node.field_name}: "
grid.put_text(x, y, label_text, style=label_style)
fl = th.form.field_l
fr = th.form.field_r
fx = x + len(label_text)
fw = min(node.field_width, w - len(label_text) - len(fl) - len(fr))
grid.put_text(fx, y, fl, style=field_style)
inner = "" * fw
grid.put_text(fx + len(fl), y, inner[:fw], style=CellStyle(fg=th.palette.muted))
grid.put_text(fx + len(fl) + fw, y, fr, style=field_style)
elif isinstance(node, Radio):
label_style = CellStyle(fg=th.palette.label)
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 = th.form.radio_on if i == 0 else th.form.radio_off
opt_style = CellStyle(fg=th.palette.form if i == 0 else th.palette.label)
grid.put_text(rx, y, dot, style=opt_style)
rx += len(dot) + 1
grid.put_text(rx, y, opt, style=CellStyle())
rx += len(opt) + 2
elif isinstance(node, Checkbox):
check_style = CellStyle(fg=th.palette.form)
box_char = th.form.check_on if node.checked else th.form.check_off
grid.put_text(x, y, box_char, style=check_style)
grid.put_text(x + len(box_char) + 1, y, node.checkbox_label)
elif isinstance(node, FormButton):
btn_style = CellStyle(bold=True, fg=th.palette.button)
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, th)
def _paint_hnav(node: HNav, grid: CharGrid, x: int, y: int, w: int, th: ThemeDef) -> None:
"""Paint a horizontal navigation bar."""
active_style = CellStyle(bold=True, fg=th.palette.accent)
link_style = CellStyle(fg=th.palette.info)
sep_style = CellStyle(fg=th.palette.muted)
border_style = CellStyle()
items = [it for it in node.items if it.kind in ("item", "separator")]
marker = ""
if node.nav_style in ("bar", "tabs", "pills"):
# Bordered bar
bc = th.border_dict("light")
grid.draw_border(x, y, w, 3, border_chars=bc,
title_caps=(th.title_caps.left, th.title_caps.right))
col = x + 2
for it in items:
if it.kind == "separator":
grid.put(col, y + 1, "", style=sep_style)
col += 2
continue
if it.active:
grid.put_text(col, y + 1, marker, style=active_style)
col += len(marker)
grid.put_text(col, y + 1, it.label, style=active_style)
else:
grid.put_text(col, y + 1, it.label, style=link_style, link=it.dest)
col += len(it.label) + 2
if col < x + w - 2:
grid.put(col, y + 1, "", style=sep_style)
col += 2
elif node.nav_style == "breadcrumb":
col = x + 2
sep = ""
for i, it in enumerate(items):
if it.kind == "separator":
continue
if i > 0:
grid.put_text(col, y, sep, style=sep_style)
col += len(sep)
if it.active:
grid.put_text(col, y, it.label, style=active_style)
else:
grid.put_text(col, y, it.label, style=link_style, link=it.dest)
col += len(it.label)
elif node.nav_style == "underline":
col = x + 2
active_start = 0
active_len = 0
for i, it in enumerate(items):
if it.kind == "separator":
continue
if it.active:
active_start = col
active_len = len(it.label)
grid.put_text(col, y, it.label, style=active_style)
else:
grid.put_text(col, y, it.label, style=link_style, link=it.dest)
col += len(it.label) + 5
# Underline beneath active
if active_len > 0:
for c in range(active_start, active_start + active_len):
grid.put(c, y + 1, "", style=CellStyle(fg=th.palette.accent))
def _paint_vnav(node: VNav, grid: CharGrid, x: int, y: int, w: int, th: ThemeDef) -> None:
"""Paint a vertical navigation panel."""
active_style = CellStyle(bold=True, fg=th.palette.accent)
link_style = CellStyle(fg=th.palette.info)
heading_style = CellStyle(bold=True, fg=th.palette.muted)
sep_style = CellStyle(fg=th.palette.muted)
marker = ""
items = node.items
row_y = y
if node.nav_style == "boxed":
# Draw a box and render items inside
bc = th.border_dict("light")
h = node.rect.h
grid.draw_border(x, y, w, h, border_chars=bc,
title_caps=(th.title_caps.left, th.title_caps.right))
row_y = y + 1
for it in items:
if it.kind == "separator":
# Draw internal separator
for c in range(x + 1, x + w - 1):
grid.put(c, row_y, bc.get("h", ""), style=sep_style,
is_border=True)
grid.put(x, row_y, "", style=sep_style, is_border=True)
grid.put(x + w - 1, row_y, "", style=sep_style, is_border=True)
row_y += 1
elif it.kind == "heading":
grid.put_text(x + 2, row_y, it.label.upper(), style=heading_style)
row_y += 1
elif it.kind == "item":
if it.active:
grid.put_text(x + 2, row_y, marker, style=active_style)
grid.put_text(x + 2 + len(marker), row_y, it.label, style=active_style)
else:
grid.put_text(x + 4, row_y, it.label, style=link_style, link=it.dest)
row_y += 1
elif node.nav_style == "tree":
for idx, it in enumerate(items):
if it.kind == "separator":
for c in range(x, x + w):
grid.put(c, row_y, "", style=sep_style)
row_y += 1
elif it.kind == "heading":
grid.put_text(x, row_y, it.label, style=heading_style)
row_y += 1
elif it.kind == "item":
# Determine connector
remaining = [i for i in items[idx+1:] if i.kind == "item"]
connector = "└── " if not remaining else "├── "
grid.put_text(x, row_y, connector, style=sep_style)
if it.active:
grid.put_text(x + len(connector), row_y, it.label, style=active_style)
grid.put_text(x + len(connector) + len(it.label) + 2, row_y, "",
style=CellStyle(fg=th.palette.accent))
else:
grid.put_text(x + len(connector), row_y, it.label,
style=link_style, link=it.dest)
row_y += 1
else:
# list, sidebar, minimal
for it in items:
if it.kind == "separator":
for c in range(x, min(x + w, x + 16)):
grid.put(c, row_y, "", style=sep_style)
row_y += 1
elif it.kind == "heading":
grid.put_text(x, row_y, it.label.upper(), style=heading_style)
row_y += 1
elif it.kind == "item":
if it.active:
grid.put_text(x, row_y, marker, style=active_style)
grid.put_text(x + len(marker), row_y, it.label, style=active_style)
else:
grid.put_text(x + 2, row_y, it.label, style=link_style, link=it.dest)
row_y += 1
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:
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)