co-mono/packages/coding-agent/examples/extensions/doom-overlay/doom-component.ts
Nico Bailon a4ccff382c feat(tui): overlay positioning API with CSS-like values
Add OverlayOptions for configurable positioning (anchor, margins, offsets,
percentages). Add OverlayHandle for programmatic visibility control with
hide/setHidden/isHidden. Add visible callback for responsive overlays.

Extension API: ctx.ui.custom() now accepts overlayOptions and onHandle callback.

Examples: overlay-qa-tests.ts (10 test commands), doom-overlay (DOOM at 35 FPS).
2026-01-12 22:44:58 -08:00

133 lines
3.6 KiB
TypeScript

/**
* DOOM Component for overlay mode
*
* Renders DOOM frames using half-block characters (▀) with 24-bit color.
* Height is calculated from width to maintain DOOM's aspect ratio.
*/
import type { Component } from "@mariozechner/pi-tui";
import { isKeyRelease, type TUI } from "@mariozechner/pi-tui";
import type { DoomEngine } from "./doom-engine.js";
import { DoomKeys, mapKeyToDoom } from "./doom-keys.js";
function renderHalfBlock(
rgba: Uint8Array,
width: number,
height: number,
targetCols: number,
targetRows: number,
): string[] {
const lines: string[] = [];
const scaleX = width / targetCols;
const scaleY = height / (targetRows * 2);
for (let row = 0; row < targetRows; row++) {
let line = "";
const srcY1 = Math.floor(row * 2 * scaleY);
const srcY2 = Math.floor((row * 2 + 1) * scaleY);
for (let col = 0; col < targetCols; col++) {
const srcX = Math.floor(col * scaleX);
const idx1 = (srcY1 * width + srcX) * 4;
const idx2 = (srcY2 * width + srcX) * 4;
const r1 = rgba[idx1] ?? 0,
g1 = rgba[idx1 + 1] ?? 0,
b1 = rgba[idx1 + 2] ?? 0;
const r2 = rgba[idx2] ?? 0,
g2 = rgba[idx2 + 1] ?? 0,
b2 = rgba[idx2 + 2] ?? 0;
line += `\x1b[38;2;${r1};${g1};${b1}m\x1b[48;2;${r2};${g2};${b2}m▀`;
}
line += "\x1b[0m";
lines.push(line);
}
return lines;
}
export class DoomOverlayComponent implements Component {
private engine: DoomEngine;
private tui: TUI;
private interval: ReturnType<typeof setInterval> | null = null;
private onExit: () => void;
// Opt-in to key release events for smooth movement
wantsKeyRelease = true;
constructor(tui: TUI, engine: DoomEngine, onExit: () => void, resume = false) {
this.tui = tui;
this.engine = engine;
this.onExit = onExit;
// Unpause if resuming
if (resume) {
this.engine.pushKey(true, DoomKeys.KEY_PAUSE);
this.engine.pushKey(false, DoomKeys.KEY_PAUSE);
}
this.startGameLoop();
}
private startGameLoop(): void {
this.interval = setInterval(() => {
try {
this.engine.tick();
// Force full re-render to prevent bleed artifacts at high frame rates
this.tui.requestRender(true);
} catch {
// WASM error (e.g., exit via DOOM menu) - treat as quit
this.dispose();
this.onExit();
}
}, 1000 / 35);
}
handleInput(data: string): void {
// Q to pause and exit (but not on release)
if (!isKeyRelease(data) && (data === "q" || data === "Q")) {
// Send DOOM's pause key before exiting
this.engine.pushKey(true, DoomKeys.KEY_PAUSE);
this.engine.pushKey(false, DoomKeys.KEY_PAUSE);
this.dispose();
this.onExit();
return;
}
const doomKeys = mapKeyToDoom(data);
if (doomKeys.length === 0) return;
const released = isKeyRelease(data);
for (const key of doomKeys) {
this.engine.pushKey(!released, key);
}
}
render(width: number): string[] {
// DOOM renders at 640x400 (1.6:1 ratio)
// With half-block characters, each terminal row = 2 pixels
// So effective ratio is 640:200 = 3.2:1 (width:height in terminal cells)
// Add 1 row for footer
const ASPECT_RATIO = 3.2;
const MIN_HEIGHT = 10;
const height = Math.max(MIN_HEIGHT, Math.floor(width / ASPECT_RATIO));
const rgba = this.engine.getFrameRGBA();
const lines = renderHalfBlock(rgba, this.engine.width, this.engine.height, width, height);
// Footer
const footer = " DOOM | Q=Pause | WASD=Move | Shift+WASD=Run | Space=Use | F=Fire | 1-7=Weapons";
const truncatedFooter = footer.length > width ? footer.slice(0, width) : footer;
lines.push(`\x1b[2m${truncatedFooter}\x1b[0m`);
return lines;
}
invalidate(): void {}
dispose(): void {
if (this.interval) {
clearInterval(this.interval);
this.interval = null;
}
}
}