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MeshTerm/meshterm/ui/mapcanvas.py
T
Jean-Pierre MartineauandClaude Opus 4.8 b02e3b9f4b Always render the map in braille, dropping block mode
The block-element fallback halved the vertical resolution and looked
poor, so remove the braille/block toggle entirely. Drops the `t` key,
the persisted map_block preference, and the quadrant-glyph rendering
path; the map now always draws 2x4 braille dots.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 23:18:51 -04:00

302 lines
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Python
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"""A colored Unicode-braille canvas for the terminal map.
Each character cell holds a 2×4 grid of braille dots, so the drawable resolution is twice
the columns by four times the rows. Streets, rivers and water are rasterized as braille
*dots*; place names, street names and node labels are written as *text* over whole cells;
node markers are single glyphs on top.
A terminal cell can only show one colour, so each cell keeps the colour of the
highest-**priority** feature whose dots fall in it (a river drawn over water keeps the river's
blue). Text and markers form a separate overlay that always wins the cell, with greedy
collision avoidance so labels never overprint each other. The canvas renders straight to
truecolour ANSI lines, which is exactly what the TUI frame consumes.
"""
from __future__ import annotations
import unicodedata
from typing import Optional
#: Unicode braille pattern base; add a dot bitmask to get the glyph.
_BRAILLE_BASE = 0x2800
def single_cell(text: str) -> str:
"""Reduce ``text`` to characters that render in exactly one fixed-width cell.
The map is a fixed-width grid drawn with whatever font the terminal happens to have, and
the layout assumes every label character advances exactly one column. Three kinds of
character break that: control/format codes, combining marks (which stack onto the previous
cell), and East-Asian *wide*/*fullwidth* glyphs and emoji (which take two columns and so
shove the rest of the row out of alignment). Those are also the characters least likely to
exist in a typical monospace font, so they surface as tofu. Dropping them keeps labels
legible in the Latin/Cyrillic/Greek range fonts reliably cover; a label that is *only*
such characters (e.g. an all-emoji node name) collapses to empty and is simply not drawn.
"""
out: list[str] = []
for ch in text:
if ch == " ":
out.append(ch)
continue
if unicodedata.category(ch)[0] == "C": # control, format, surrogate, unassigned
continue
if unicodedata.combining(ch):
continue
if unicodedata.east_asian_width(ch) in ("W", "F"):
continue
out.append(ch)
return "".join(out).strip()
#: Dot bit for each (col, row) within a cell — the Unicode braille standard layout.
_DOT_BITS = (
(0x01, 0x02, 0x04, 0x40), # left column, rows 0..3
(0x08, 0x10, 0x20, 0x80), # right column, rows 0..3
)
RGB = tuple[int, int, int]
def parse_hex(color: str) -> RGB:
"""Convert ``"#rrggbb"`` (or ``"rrggbb"``) to an ``(r, g, b)`` tuple."""
c = color.lstrip("#")
return (int(c[0:2], 16), int(c[2:4], 16), int(c[4:6], 16))
class MapCanvas:
"""A colored braille raster with a text/marker overlay and label collision tracking."""
def __init__(self, cell_w: int, cell_h: int) -> None:
"""Create a blank canvas.
Args:
cell_w: Width in character cells.
cell_h: Height in character cells.
"""
self.cell_w = max(1, cell_w)
self.cell_h = max(1, cell_h)
self.dot_w = self.cell_w * 2
self.dot_h = self.cell_h * 4
self._bits = [[0] * self.cell_w for _ in range(self.cell_h)]
self._color: list[list[Optional[RGB]]] = [
[None] * self.cell_w for _ in range(self.cell_h)
]
self._prio = [[-1] * self.cell_w for _ in range(self.cell_h)]
# Overlay: (cx, cy) -> (char, rgb, bold). Occupied tracks cells claimed by labels /
# markers so later labels can avoid them.
self._overlay: dict[tuple[int, int], tuple[str, RGB, bool]] = {}
self._occupied: set[tuple[int, int]] = set()
# -- primitives -------------------------------------------------------------
def plot(self, x: int, y: int, color: RGB, priority: int) -> None:
"""Light the braille dot at dot ``(x, y)`` and colour its cell by ``priority``."""
if not (0 <= x < self.dot_w and 0 <= y < self.dot_h):
return
cx, cy = x >> 1, y >> 2
self._bits[cy][cx] |= _DOT_BITS[x & 1][y & 3]
if priority >= self._prio[cy][cx]:
self._prio[cy][cx] = priority
self._color[cy][cx] = color
def draw_line(
self, points: list[tuple[float, float]], color: RGB, priority: int
) -> None:
"""Rasterize a polyline through ``points`` (dot coordinates) as braille dots."""
for (x0, y0), (x1, y1) in zip(points, points[1:]):
self._segment(x0, y0, x1, y1, color, priority)
def _segment(
self, x0: float, y0: float, x1: float, y1: float, color: RGB, priority: int
) -> None:
"""Bresenham a single segment, skipping ones wholly off the canvas."""
# Quick reject: both endpoints beyond the same edge → nothing visible.
if (x0 < 0 and x1 < 0) or (x0 >= self.dot_w and x1 >= self.dot_w):
return
if (y0 < 0 and y1 < 0) or (y0 >= self.dot_h and y1 >= self.dot_h):
return
xa, ya, xb, yb = int(round(x0)), int(round(y0)), int(round(x1)), int(round(y1))
dx, dy = abs(xb - xa), -abs(yb - ya)
sx = 1 if xa < xb else -1
sy = 1 if ya < yb else -1
err = dx + dy
while True:
self.plot(xa, ya, color, priority)
if xa == xb and ya == yb:
break
e2 = 2 * err
if e2 >= dy:
err += dy
xa += sx
if e2 <= dx:
err += dx
ya += sy
def fill_polygon(
self, rings: list[list[tuple[float, float]]], color: RGB, priority: int
) -> None:
"""Even-odd scanline fill of a polygon (with holes) in dot space."""
edges: list[tuple[float, float, float, float]] = []
ys: list[float] = []
for ring in rings:
for (x0, y0), (x1, y1) in zip(ring, ring[1:]):
if y0 != y1:
edges.append((x0, y0, x1, y1))
ys.extend((y0, y1))
if not edges:
return
y_start = max(0, int(min(ys)))
y_end = min(self.dot_h - 1, int(max(ys)))
for y in range(y_start, y_end + 1):
yc = y + 0.5
xs: list[float] = []
for x0, y0, x1, y1 in edges:
if (y0 <= yc < y1) or (y1 <= yc < y0):
xs.append(x0 + (yc - y0) * (x1 - x0) / (y1 - y0))
xs.sort()
for i in range(0, len(xs) - 1, 2):
x_from = max(0, int(round(xs[i])))
x_to = min(self.dot_w - 1, int(round(xs[i + 1])))
for x in range(x_from, x_to + 1):
self.plot(x, y, color, priority)
# -- overlay (markers + labels) --------------------------------------------
def marker(self, x: int, y: int, glyph: str, color: RGB) -> None:
"""Place a marker glyph at dot ``(x, y)``.
Markers always draw (they are the point of the map) and reserve their cell so
labels route around them. The label, if any, is placed separately via
:meth:`marker_label` so it can be dropped (bare glyph) when the map is crowded.
"""
cx, cy = x >> 1, y >> 2
if not (0 <= cx < self.cell_w and 0 <= cy < self.cell_h):
return
self._overlay[(cx, cy)] = (glyph, color, True)
self._occupied.add((cx, cy))
def marker_label(
self,
x: int,
y: int,
text: str,
color: RGB,
*,
label_color: Optional[RGB] = None,
) -> bool:
"""Place a label beside the marker at dot ``(x, y)``, only if it fits cleanly.
The label goes to the right of the marker (one blank cell gap) when there's room,
else to the left — but never over another marker or label. When neither side is
free the label is dropped and just the marker glyph shows, so a crowded map stays
legible. Returns whether the label was placed.
"""
text = single_cell(text)
if not text:
return False
cx, cy = x >> 1, y >> 2
if not (0 <= cx < self.cell_w and 0 <= cy < self.cell_h):
return False
lc = label_color or color
if self._place_run(cx + 2, cy, text, lc, bold=True, checked=True):
return True
return self._place_run(cx - 1 - len(text), cy, text, lc, bold=True, checked=True)
def place_label(
self, x: float, y: float, text: str, color: RGB, *, bold: bool = False
) -> bool:
"""Write a centered basemap label at dot ``(x, y)`` if it fits without collision.
Args:
x: Anchor dot x.
y: Anchor dot y.
text: Label text.
color: Text colour.
bold: Whether to embolden (used for the most important places).
Returns:
``True`` if placed, ``False`` if it fell off-canvas or overlapped existing text.
"""
text = single_cell(text)
if not text:
return False
cx = int(x) >> 1
cy = int(y) >> 2
start = cx - len(text) // 2
return self._place_run(start, cy, text, color, bold=bold, checked=True)
def _place_run(
self,
start_cx: int,
cy: int,
text: str,
color: RGB,
*,
bold: bool,
checked: bool = False,
) -> bool:
"""Write ``text`` starting at cell ``(start_cx, cy)``.
With ``checked`` the run is skipped entirely if any target cell (or a one-cell
margin on every side, including the rows directly above and below) is already
claimed or off-canvas; otherwise it is forced and simply clipped to the canvas.
The vertical margin keeps text from stacking flush across rows, which is what
otherwise lets dense areas silt up into a solid block of labels. Returns whether
anything was placed.
"""
if not (0 <= cy < self.cell_h):
return False
cells = range(start_cx, start_cx + len(text))
if checked:
if start_cx < 0 or start_cx + len(text) > self.cell_w:
return False
margin = range(start_cx - 1, start_cx + len(text) + 1)
if any(
(mx, my) in self._occupied
for my in (cy - 1, cy, cy + 1)
for mx in margin
):
return False
placed = False
for offset, ch in enumerate(text):
mx = start_cx + offset
if 0 <= mx < self.cell_w:
self._overlay[(mx, cy)] = (ch, color, bold)
self._occupied.add((mx, cy))
placed = True
return placed
# -- output -----------------------------------------------------------------
def to_ansi_lines(self) -> list[str]:
"""Render the canvas to one truecolour ANSI string per row."""
reset = "\x1b[0m"
lines: list[str] = []
for cy in range(self.cell_h):
parts: list[str] = []
cur: Optional[tuple[RGB, bool]] = None
for cx in range(self.cell_w):
overlay = self._overlay.get((cx, cy))
if overlay is not None:
ch, color, bold = overlay
elif self._bits[cy][cx]:
bits = self._bits[cy][cx]
ch = chr(_BRAILLE_BASE + bits)
color = self._color[cy][cx] or (128, 128, 128)
bold = False
else:
if cur is not None:
parts.append(reset)
cur = None
parts.append(" ")
continue
style = (color, bold)
if style != cur:
r, g, b = color
parts.append(f"\x1b[0m\x1b[38;2;{r};{g};{b}m" + ("\x1b[1m" if bold else ""))
cur = style
parts.append(ch)
if cur is not None:
parts.append(reset)
lines.append("".join(parts))
return lines