Files
downterm/.github/demo/aurora.py

423 lines
14 KiB
Python
Executable File

#!/usr/bin/env python3
"""Looping bathtub-and-duck terminal animation for Downterm demos."""
from __future__ import annotations
import argparse
import atexit
import math
import shutil
import signal
import sys
import time
from typing import Sequence
CSI = "\x1b["
RESET = f"{CSI}0m"
HIDE_CURSOR = f"{CSI}?25l"
SHOW_CURSOR = f"{CSI}?25h"
ALT_SCREEN_ON = f"{CSI}?1049h"
ALT_SCREEN_OFF = f"{CSI}?1049l"
CLEAR = f"{CSI}2J"
HOME = f"{CSI}H"
TUB = "tub"
TUB_DARK = "tub_dark"
WATER = "water"
WATER_DEEP = "water_deep"
FOAM = "foam"
BUBBLE = "bubble"
DUCK = "duck"
DUCK_LIGHT = "duck_light"
BEAK = "beak"
EYE = "eye"
LABEL = "label"
LABEL_SHADOW = "label_shadow"
RGB = {
TUB: (171, 177, 191),
TUB_DARK: (112, 118, 133),
WATER: (71, 185, 214),
WATER_DEEP: (36, 121, 161),
FOAM: (196, 242, 250),
BUBBLE: (184, 233, 245),
DUCK: (255, 208, 64),
DUCK_LIGHT: (255, 232, 132),
BEAK: (255, 154, 58),
EYE: (251, 251, 253),
LABEL: (207, 212, 222),
LABEL_SHADOW: (74, 79, 92),
}
WATER_SHADE = " .:-=+*#"
def parse_args(argv: Sequence[str]) -> argparse.Namespace:
parser = argparse.ArgumentParser(
description="Render a looping bathtub-and-duck animation."
)
parser.add_argument(
"--fps",
type=float,
default=18.0,
help="Target frames per second. Default: 18",
)
parser.add_argument(
"--speed",
type=float,
default=1.0,
help="Animation speed multiplier. Default: 1.0",
)
parser.add_argument(
"--duration",
type=float,
default=0.0,
help="Optional run duration in seconds. Default: infinite",
)
parser.add_argument(
"--label",
default="",
help="Optional centered label, e.g. --label Downterm",
)
parser.add_argument(
"--mono",
action="store_true",
help="Disable color and render as monochrome ASCII.",
)
return parser.parse_args(argv)
def terminal_size() -> tuple[int, int]:
size = shutil.get_terminal_size((90, 28))
return max(40, size.columns), max(12, size.lines)
def clamp(value: float, low: float, high: float) -> float:
return max(low, min(high, value))
def scene_size(width: int, height: int) -> tuple[int, int]:
visible_height = max(8, height - 1)
scene_width = min(max(48, width - 2), width, 110)
scene_height = min(max(16, visible_height - 1), visible_height, 24)
return scene_width, scene_height
def make_canvas(width: int, height: int) -> list[list[tuple[str, str | None]]]:
return [[(" ", None) for _ in range(width)] for _ in range(height)]
def put(canvas: list[list[tuple[str, str | None]]], x: int, y: int, char: str, color: str | None) -> None:
if 0 <= y < len(canvas) and 0 <= x < len(canvas[y]) and char:
canvas[y][x] = (char[0], color)
def draw_text(
canvas: list[list[tuple[str, str | None]]],
x: int,
y: int,
text: str,
color: str | None,
) -> None:
for index, char in enumerate(text):
if char != " ":
put(canvas, x + index, y, char, color)
def draw_sprite_text(
canvas: list[list[tuple[str, str | None]]],
x: int,
y: int,
text: str,
color: str | None,
) -> None:
for index, char in enumerate(text):
if char == " ":
continue
if char == "~":
put(canvas, x + index, y, " ", None)
continue
put(canvas, x + index, y, char, color)
def water_char(intensity: float) -> str:
index = int(clamp(intensity, 0.0, 0.9999) * len(WATER_SHADE))
return WATER_SHADE[index]
def tub_geometry(scene_width: int, scene_height: int) -> dict[str, int]:
top_y = 1
notch_width = max(28, min(scene_width - 18, int(scene_width * 0.44)))
rim_left = max(8, (scene_width - notch_width) // 2)
rim_right = min(scene_width - 9, rim_left + notch_width)
wall_left = rim_left + 1
wall_right = rim_right - 1
body_bottom = min(scene_height - 10, top_y + max(6, scene_height // 3))
water_top = top_y + 2
return {
"rim_left": rim_left,
"rim_right": rim_right,
"top_y": top_y,
"wall_left": wall_left,
"wall_right": wall_right,
"body_bottom": body_bottom,
"water_top": water_top,
}
def draw_tub(canvas: list[list[tuple[str, str | None]]], geometry: dict[str, int]) -> None:
rim_left = geometry["rim_left"]
rim_right = geometry["rim_right"]
top_y = geometry["top_y"]
wall_left = geometry["wall_left"]
wall_right = geometry["wall_right"]
body_bottom = geometry["body_bottom"]
draw_text(canvas, 2, top_y, "_" * max(0, rim_left - 2), TUB)
put(canvas, rim_left, top_y, "_", TUB)
draw_text(canvas, rim_right + 1, top_y, "_" * max(0, len(canvas[0]) - rim_right - 3), TUB)
put(canvas, rim_right, top_y, "_", TUB)
for y in range(top_y + 1, body_bottom):
put(canvas, wall_left, y, "|", TUB)
put(canvas, wall_right, y, "|", TUB)
put(canvas, wall_left, body_bottom, "\\", TUB_DARK)
draw_text(canvas, wall_left + 1, body_bottom, "_" * max(0, wall_right - wall_left - 1), TUB_DARK)
put(canvas, wall_right, body_bottom, "/", TUB_DARK)
def draw_water_fill(canvas: list[list[tuple[str, str | None]]], geometry: dict[str, int], t: float) -> None:
rim_left = geometry["wall_left"] + 1
rim_right = geometry["wall_right"] - 1
water_top = geometry["water_top"]
body_bottom = geometry["body_bottom"] - 1
depth = max(1, body_bottom - water_top)
for row in range(depth + 1):
y = water_top + row
for x in range(rim_left, rim_right + 1):
wave = math.sin((x * 0.23) + (t * 2.1) + row * 0.55)
shimmer = math.sin((x * 0.07) - (t * 1.35))
if row == 0:
char = "~" if wave > -0.22 else "-"
color = FOAM if shimmer > 0.25 else WATER
else:
density = 0.40 + row / max(1, depth)
value = 0.45 + (wave * 0.25) + (shimmer * 0.10) + density * 0.30
char = water_char(value)
color = WATER if row <= 2 else WATER_DEEP
put(canvas, x, y, char, color)
def draw_water_surface(canvas: list[list[tuple[str, str | None]]], geometry: dict[str, int], t: float) -> None:
left = geometry["wall_left"] + 1
right = geometry["wall_right"] - 1
y = geometry["water_top"]
for x in range(left, right + 1):
wave = math.sin((x * 0.23) + (t * 2.1))
shimmer = math.sin((x * 0.11) - (t * 1.15))
char = "~" if wave > -0.18 else "-"
color = FOAM if shimmer > 0.35 else WATER
put(canvas, x, y, char, color)
def draw_bubbles(canvas: list[list[tuple[str, str | None]]], geometry: dict[str, int], t: float) -> None:
rim_left = geometry["wall_left"]
water_top = geometry["water_top"]
seeds = (
(0.00, rim_left + 11, 0.9),
(0.29, rim_left + 19, 1.1),
(0.57, rim_left + 27, 0.8),
(0.82, rim_left + 35, 1.0),
)
for offset, base_x, speed in seeds:
progress = (t * 0.11 * speed + offset) % 1.0
y = water_top + 4 - int(progress * 9)
x = base_x + int(round(math.sin((t * 0.8 * speed) + offset * 8.0) * 2))
put(canvas, x, y, "o" if progress < 0.5 else ".", BUBBLE)
def draw_duck(canvas: list[list[tuple[str, str | None]]], geometry: dict[str, int], t: float) -> None:
rim_left = geometry["wall_left"]
rim_right = geometry["wall_right"]
water_top = geometry["water_top"]
span = rim_right - rim_left
bob = math.sin(t * 1.35) * 0.55
drift = math.sin(t * 0.55) * 2.0
blink_phase = int(t * 2.1) % 12
eye_char = "-" if blink_phase == 7 else "."
x = int(rim_left + span * 0.34 + drift)
y = int(water_top - 1 + bob)
rows = [
" __",
f" ___(~{eye_char})>",
" \\~<_.~) ",
" `---' ",
]
colors = [DUCK_LIGHT, DUCK, DUCK, DUCK]
for index, row in enumerate(rows):
draw_sprite_text(canvas, x, y + index, row, colors[index])
put(canvas, x + 8, y + 1, ">", BEAK)
put(canvas, x + 6, y + 1, eye_char, EYE)
if 0.74 < (t * 0.18) % 1.0 < 0.90:
splash_x = x + 9
splash_y = geometry["water_top"] - 1
for dx, dy, char in ((0, 0, "."), (2, -1, "o"), (4, 0, "."), (5, -2, "o")):
put(canvas, splash_x + dx, splash_y + dy, char, BUBBLE)
def logo_rows(text: str) -> list[str]:
if text == "commandNotch":
return [
" ██████╗ ██████╗ ███╗ ███╗███╗ ███╗ █████╗ ███╗ ██╗██████╗ ",
" ██╔════╝██╔═══██╗████╗ ████║████╗ ████║██╔══██╗████╗ ██║██╔══██╗",
" ██║ ██║ ██║██╔████╔██║██╔████╔██║███████║██╔██╗ ██║██║ ██║",
" ██║ ██║ ██║██║╚██╔╝██║██║╚██╔╝██║██╔══██║██║╚██╗██║██║ ██║",
" ╚██████╗╚██████╔╝██║ ╚═╝ ██║██║ ╚═╝ ██║██║ ██║██║ ╚████║██████╔╝",
" ╚═════╝ ╚═════╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═══╝╚═════╝ ",
"",
" ███╗ ██╗ ██████╗ ████████╗ ██████╗██╗ ██╗",
" ████╗ ██║██╔═══██╗╚══██╔══╝██╔════╝██║ ██║",
" ██╔██╗ ██║██║ ██║ ██║ ██║ ███████║",
" ██║╚██╗██║██║ ██║ ██║ ██║ ██╔══██║",
" ██║ ╚████║╚██████╔╝ ██║ ╚██████╗██║ ██║",
" ╚═╝ ╚═══╝ ╚═════╝ ╚═╝ ╚═════╝╚═╝ ╚═╝",
]
return [text]
def draw_label(canvas: list[list[tuple[str, str | None]]], label: str) -> None:
logo = logo_rows(label or "commandNotch")
start_y = len(canvas) - len(logo) - 1
for index, row in enumerate(logo):
start_x = max(0, (len(canvas[0]) - len(row)) // 2)
draw_text(canvas, start_x, start_y + index, row, LABEL)
def scene_canvas(scene_width: int, scene_height: int, t: float, label: str) -> list[list[tuple[str, str | None]]]:
canvas = make_canvas(scene_width, scene_height)
geometry = tub_geometry(scene_width, scene_height)
draw_tub(canvas, geometry)
draw_water_fill(canvas, geometry, t)
draw_water_surface(canvas, geometry, t)
draw_duck(canvas, geometry, t)
draw_bubbles(canvas, geometry, t)
draw_label(canvas, label)
return canvas
def ansi_rgb(color_name: str | None) -> str:
if color_name is None:
return RESET
red, green, blue = RGB[color_name]
return f"{CSI}38;2;{red};{green};{blue}m"
def render_scene_line(cells: list[tuple[str, str | None]], mono: bool) -> str:
if mono:
return "".join(char for char, _ in cells)
chunks: list[str] = []
current_color: str | None = None
for char, color in cells:
if color != current_color:
chunks.append(ansi_rgb(color))
current_color = color
chunks.append(char)
chunks.append(RESET)
return "".join(chunks)
def render_frame(width: int, height: int, t: float, label: str, mono: bool) -> str:
visible_height = max(8, height - 1)
scene_width, scene_height = scene_size(width, height)
scene = scene_canvas(scene_width, scene_height, t, label)
top_padding = max(0, (visible_height - scene_height) // 2)
left_padding = max(0, (width - scene_width) // 2)
pieces: list[str] = [HOME]
blank_line = " " * width
for row in range(visible_height):
if top_padding <= row < top_padding + scene_height:
scene_row = scene[row - top_padding]
rendered = render_scene_line(scene_row, mono)
right_padding = max(0, width - left_padding - scene_width)
line = (" " * left_padding) + rendered + (" " * right_padding)
else:
line = blank_line
pieces.append(line)
if row != visible_height - 1:
pieces.append("\n")
return "".join(pieces)
def restore_terminal() -> None:
sys.stdout.write(f"{RESET}{SHOW_CURSOR}{ALT_SCREEN_OFF}")
sys.stdout.flush()
def install_cleanup() -> None:
def handle_signal(signum, _frame) -> None:
restore_terminal()
raise SystemExit(128 + signum)
atexit.register(restore_terminal)
signal.signal(signal.SIGINT, handle_signal)
signal.signal(signal.SIGTERM, handle_signal)
def main(argv: Sequence[str]) -> int:
args = parse_args(argv)
if args.fps <= 0:
raise SystemExit("--fps must be greater than 0")
if args.speed <= 0:
raise SystemExit("--speed must be greater than 0")
install_cleanup()
sys.stdout.write(f"{ALT_SCREEN_ON}{HIDE_CURSOR}{CLEAR}")
sys.stdout.flush()
frame_interval = 1.0 / args.fps
start = time.perf_counter()
frame_index = 0
while True:
now = time.perf_counter()
elapsed = now - start
if args.duration > 0 and elapsed >= args.duration:
break
width, height = terminal_size()
t = elapsed * args.speed
sys.stdout.write(render_frame(width, height, t, args.label, args.mono))
sys.stdout.flush()
frame_index += 1
target = start + (frame_index * frame_interval)
sleep_for = target - time.perf_counter()
if sleep_for > 0:
time.sleep(sleep_for)
return 0
if __name__ == "__main__":
raise SystemExit(main(sys.argv[1:]))