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327 lines
16 KiB
Markdown
327 lines
16 KiB
Markdown
# Hacking!
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## notcurses vs notcurses-core
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I wanted to achieve three things:
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* Administrators decide whether they want multimedia support installed.
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* Clients decide whether they want to use multimedia, and write one program.
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* No dlopen(3) or weak symbols -- they're unportable, and break static linking.
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If the administrator doesn't want multimedia support installed, they can
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refrain from installing the notcurses library built with it. Building with
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`USE_MULTIMEDIA=none` results in a shim notcurses. This notcurses allows
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programs that want multimedia to still link; attempting to actually use
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`notcurses_from_file()` will result in an error, and the client application
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can test ahead of time with e.g. `notcurses_canopen_images()`.
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### Packaging
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The ideal packaging IMHO involves two builds, one with `USE_MULTIMEDIA` set
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to either `ffmpeg` or `oiio` (`ffmpeg` is preferred to `oiio`), and one with
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`USE_MULTIMEDIA=none`. These ought result in equivalent notcurses-core
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objects, but two different notcurses objects. Package notcurses-core into
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its own package, which recommends or even depends on either of the notcurses
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packages. Name the notcurses packages, say, `libnotcurses-ffmpeg` and
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`libnotcurses-nomedia`, have them conflict with one another, and have both
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depend on notcurses-core. Defining a virtual package `libnotcurses`, provided
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by either of the `libnotcurses-*` packages, is desirable if supported.
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## Rows
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There are four kinds of `y`s: physical, rational, logical, and virtual. Physical
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and rational `y`s are independent of any particular plane. A physical `y`
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refers to a particular row of the terminal. A rational `y` refers to a particular
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row of the rendering area. They are related by:
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* physical `y` - margin `top` == rational `y`
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* rational `y` + margin `top` == physical `y`
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In the absence of a `top` margin, physical `y` == rational `y`.
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Logical and virtual `y`s are relative to a plane (possibly the standard plane).
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A logical `y` refers to a row of a plane, independent of scrolling. A virtual
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`y` refers to a row-sized chunk of the plane's framebuffer, which might be
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mapped to any row within the plane. They are related by:
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* (logical `y` + plane `logrow`) % plane `leny` == virtual `y`
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* (virtual `y` + plane `leny` - plane `logrow`) % plane `leny` == logical `y`
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All API points expressing a `y`, whether writing it (e.g. `ncplane_cursor_yx()`)
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or reading it (e.g. `ncplane_cursor_move_yx()`), are working with a logical `y`.
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The `y` member of an `ncplane` is also a logical `y`.
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Whenever we initiate a write past the end of the line, and the virtual `y` is
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equal to `ncplane->lenx - 1`, we must scroll. Scrolling:
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* plane `logrow` = (plane `logrow` + 1) % plane `leny`
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As a result, logical `y` is unchanged, but virtual `y` has advanced.
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Virtual `y` is useful for only two things:
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* Determining whether to scroll, and
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* Indexing into the plane's framebuffer
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Thus we usually keep `y` logical.
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## Right-to-left text
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We want to fully support Unicode and international text. But what does it mean
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to use right-to-left text with a fullscreen, random-access application? In
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particular, what happens in the case where we've written the right-to-left
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string SHRDLU (which ought appear as ULDRHS) to a plane, starting at (0, 0),
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and then we place say a U+1F982 SCORPION (🦂) at (0, 2)? Ought this yield
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UL🦂HS, or ought it instead yield HS🦂UL? If the original string had been
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SH🦂LU, it would have been displayed by most terminals as HS🦂UL, due to
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treating it as a right-to-left segment, a left-to-right segment, and finally a
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right-to-left segment. Alternatively, it might have been displayed as UL🦂HS,
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especially if aligned on the right. It's difficult to know. So, we instead
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force text direction by appending U+200E LEFT-TO-RIGHT MARK to any EGCs we
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believe to provoke right-to-left. The user is thus solely responsible for
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managing right-to-left presentation.
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I hate everything about this terrible, fragile, wasteful "solution".
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## Rendering/rasterizing/writeout, and resizing
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The scope of rendering is a pile. The scope of rasterization is a pile, the
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last frame, and the screen. These latter two are shared, and thus concurrent
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rasterizations are illegal and an error. Concurrent rendering of different
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piles is explicitly supported.
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In Notcurses prior to 2.1.0, there was only one pile. Rendering and rasterizing
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were a single function, `notcurses_render()`. Since this proceeded end-to-end,
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and didn't need worry about concurrency, it could perform an optimal strategy:
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* Check for a resize, resizing the last frame and standard plane if appropriate
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* Render the (single) pile, taking full advantage of an enlarged terminal
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* Rasterize the (single) render, carrying through plenty of state from render
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* Write out the (single) rasterization
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It is an ineluctable fact that we cannot guarantee proper writeout, since the
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terminal can be resized in the middle of a writeout, and the signal is
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both unreliable and asynchronous. Receipt of the SIGWINCH signal is async with
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regards to the actual geometry change; processing of the signal is async with
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regards to its delivery. Even if this was all synchronous, signals are
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fundamentally unreliable, and can be missed. Internalize and accept this.
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If we write more data than the terminal has geometry (either with regards to
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rows or columns), we will produce some garbage. If we write less, we'll simply
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fail to fill up the screen (so long as we explicitly move to new rows, which we
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do). Both are undesirable, but neither is catastrophic.
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Writeout is a blocking process. We do not support non-blocking writeout at this
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time. An error at any point while writing out the frame will abort the writeout
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and be considered a failure. Writeout takes a buffer, a buffer length, and an
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output descriptor; it attempts to write until the buffer has been written in its
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entirety. The buffer might only partially update the screen, due to damage
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detection (undamaged cells are never placed into the buffer); the buffer is thus
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relative to our concept of the current state of the terminal (the "last frame").
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The "last frame" is updated in rasterization, as the buffer is generated. It is
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thus critical that rasterized frames be written out in order. Writeout is thus
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bound to rasterization, except special cases that always rasterize total frames:
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* `notcurses_refresh()` (writes last frame to terminal following clear screen)
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* `notcurses_rasterize_to_buffer()` (copies last frame to buffer)
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* `notcurses_rasterize_to_file()` (appends last frame to file)
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Rasterization always results in at least one writeout. Henceforth, we will
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consider only rendering and rasterizing, the latter with an implicit writeout.
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The output of rendering is fed into rasterization. Especially given multiple
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piles, it is possible that another render will take place between rendering
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and rasterizing of a given pile (this can happen with even a single pile,
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though, now that rendering and rasterizing are decoupled). It is thus
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necessary that rendering never refer to the "last written frame", since that
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last written frame might change by the time the render is written out.
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Similarly, the rasterizer may not assume that the size of the render it is
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given is equal to the current conception of the screen size.
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The last frame and standard frame are resized in `notcurses_resize()` to match
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the recovered terminal geometry. `notcurses_resize()` acquires the geometry via
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an `ioctl()`, and resizes these framebuffers, zero-initializing any new area.
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Since it's possible that the terminal was resized without our receipt of a
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signal, we want to call it in somewhere in the render/resize cycle.
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It is undesirable to call `notcurses_resize()` in the multiple render path,
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since this would need internal locking to deal with concurrent renders. It *is*
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desirable to call `notcurses_resize()` prior to rendering, since otherwise we
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might not render portions of the pile only just made visible (in the case of
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the terminal being enlarged). It *is not* desirable to call `notcurses_resize()`
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prior to rendering, since if the terminal shrinks *following* the render but
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*before* the raster, we'd like to know that and thus avoid overwriting.
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Remember from above that an underwrite is less damaging than an overwrite. We
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thus perform `notcurses_resize()` in the rasterization path. The upshot is that
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a rendered frame can be larger or smaller than the screen at the time we
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rasterize--but since this could happen anyway, it's no great loss.
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*EXCEPT* for one case: imagine that we have a single plane, 1000x1000, that is
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all green. Our program starts at 80x24, renders, rasterizes, and enters an
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input loop. It performs another render+raster for each input (remember, a
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SIGWINCH manifests as `NCKEY_RESIZE`). The terminal is then resized to 100x100.
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The following happens:
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* initial render renders an 80x24 frame
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* initial raster writes out this 80x24 frame, screen is green
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* block on input
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* terminal is resized to 100x100
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* `NCKEY_RESIZE` is read
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* second render renders an 80x24 frame
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* second raster learns of 100x100 size, writes out 80x24 in upper left
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* block on input, screen is partially green and partially background
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At the end of our second writeout, we have an incomplete screen, despite the
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geometry change happening well before (and indeed triggering) our second cycle.
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We do not simply move rendering into the top of rasterization, since resizes
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are presumably rare, and we want to facilitate maximum parallelism, which we
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can't do if rendering is part of a serial section).
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Actually, this suggests (and I then confirmed) that this means the top half
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itself is using the screen geometry, and thus already accessing shared data.
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So a mutex is happening there no matter what.
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By the time we rasterize, we thus have three different geometries in play:
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* the most recently-acquired actual screen geometry (as reported by `ioctl()`),
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* the geometry of the supplied render (as determined at render time), and
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* the geometry of the last-rendered frame.
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Rasterization, remember, is a function of the supplied render, the last frame,
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and the output geometry--all three of these distinct geometries. So long as
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there is no resize step between rasterizing and writing, writing deals with
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the same geometries as rasterization, so we ignore it.
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Rasterization can be split into two virtual phases: *postpaint* and *rastering*.
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*postpaint* corrects for `CELL_ALPHA_HIGHCONTRAST`, performs damage detection,
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and copies any necessary EGCs from their source pools to the common pool
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(copying these EGCs is why a pile cannot be modified between rendering and
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rasterizing--such modifications might invalidate the EGC references). The
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*rasterizing* phase takes this final rendered plane, pool, damage map, and the
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current rendering state (e.g. cursor position, last style+color), and generates
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a buffer. At this point, the last frame is updated, and a new rasterization
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could technically begin. It is probably possible to unite the two phases, though
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this has not been done, and might never be.
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So, rasterization must:
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* use the rendered frame's geometry to create a damage map
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* iterate over each cell of the rendered frame (postpaint)
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* if the cell was present in the last frame, check for damage
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* if the cell was not present in the last frame, assume damage
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* iterate over each cell of the visual area (rasterization)
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* if the cell was present in the damage map, check for damage
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* if there was damage, emit the data (plus a move if applicable)
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* if there was not damage, skip the cell
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* if the cell was not present in the damage map, skip the cell
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We skip the cell if it was not present in the damage map because an enlarged
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terminal is filled with default cells, which is all we could generate in any
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case, having not rendered the cell. This implies that the damage map must be
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two-dimensional, as must the render. Only the rasterized buffer is flattened to
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a single dimension.
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Given our requirement that a pile not be mutated between render and raster, we
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know that at render time the pile is suitable for rendering. We *could* thus
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check to see if the screen has grown relative to the render, and call for a
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fresh render. This would be a great solution for our 1000x1000 case above, but
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it doesn't help when the user has only been generating enough output for the
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visible area. In this case, new data will not be available should raster call
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for a new render; it is instead necessary that the "userspace" resize actions
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be taken.
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This raises a new issue: given cascading resize callbacks, `notcurses_resize()`
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can result in arbitrary changes to the pile. This suggests that the resize
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operation cannot occur between render and raster...
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### Alternatives to the Painter's Algorithm
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The rendering area is RY * RX, where RY and RX are positive integers.
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A plane is either active or inactive for a given cell in the rendering area.
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The plane is active if it is defined at that cell. It is inactive otherwise.
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There is an initial (possibly empty) inactive region before the plane is first
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reached. There then follow `A' (A' >= 0)` active regions, separated by
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`(I' = A'-1)` inactive regions (`I'` is 0 if `A'` is 0). These active regions `A_0, A_1, ...`
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all have the same size, and these inactive regions `I_0, I_1, ...`
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likewise all have the same size. I_0 + A_0 == RX. There is then a final
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(possibly empty) inactive region following the plane's lowermost, rightmost
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intersection with the visual area.
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`I_init + A' * A_0 + I' * I_0 + I_final == RX * RY.`
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Given RX and RY, we can describe a plane's activity pattern completely with
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three numbers: `I_init`, `A'`, and `A_0`.
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Keep two ordered structures, an active set and an inactive set. The active set
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is counting down until they become inactive. The inactive set is counting down
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until the become active.
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Initialization:
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For each plane, calculate `I_init` and `A_0`. Planes with `I_init` values of 0 go
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into the active set, sorted first by `A_0` and secondarily by plane depth. Planes
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with `I_init values >= 0` go into the inactive set, sorted first by `I_init` and
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secondarily by plane depth.
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For rendering area RY * RX and plane py * px at offset y, x, `I_init` is:
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```
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infinite for x >= RX
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infinite for x + px <= 0
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infinite for y >= RY
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infinite for y + py <= 0
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0 for y <= 0, y + py >= 0, x <= 0
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x for y <= 0, y + py >= 0, x > 0
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y * RX + x for y > 0, x >= 0
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y * RX for y > 0
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```
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max finite initial gap is RY * RX - 1. min initial gap is 0.
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Each node is a pointer to a plane, and the scalar coordinate `xy (0 <= xy < PX * PY)`
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at which the current state changes (`A_0` and `I_init`).
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assuming finite initial gap (i.e. that the plane overlaps the rendering area),
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the active length (can exceed practical length) is:
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```
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x <= 0:
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x + px >= RX: (spans horizontal range)
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y <= 0:
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RX * py + y, from origin
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y > 0:
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RX * py, from column 0
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x + px < RX:
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x + px,
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x > 0:
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x + px >= RX:
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RX - x
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x + px < RX:
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px
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```
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max active length is RY * RX (for a plane covering the entirety of the
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horizontal viewing area), otherwise RX - 1. min active length is 1.
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inactive gap is undefined if plane spans visual region or is invisible.
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otherwise, inactive gap is calculated at right edge of plane (column C),
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and is equal to PX - (C + 1) + x if x >= 0, or PX - (C + 1) otherwise.
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at each step we check to see if the foremost planes of either set need flip
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to the other set. this suggests an extra sort per flip. unless we've eclipsed
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a plane's `I_init`, or entered a plane's `I_final`, an element moving from one set
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to another must have the same previous element as it did before. each node
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thus keeps an additional element, a double pointer to the previous element's
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next link. upon flip, check this pointer to ensure it's NULL. if it is NULL,
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link ourselves. otherwise, chase to the end, and link ourselves.
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ANALYSIS
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There's a sort at the beginning of O(PlgP) on P planes. We then check
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P * PX * PY cells. In the worst case, where all cells actually need be used,
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our new algorithm is worse by the cost of a sort.
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