First step of replacing Frame.mode (one renderer owns the whole panel) with an Android-home-screen-style widget system -- a frame will hold N independently placed/sized widgets (photos/calendar/whiteboard), each with its own config/state, plus fully user-assignable NEXT/BACK button actions. Full plan at .claude/plans/prancy-snacking-iverson.md. This phase is additive only and changes no existing behavior -- nothing reads these new tables yet: - models.py: Widget (placement) + PhotoWidgetConfig/CalendarWidgetConfig/ WhiteboardWidgetConfig (per-type 1:1 extension tables, matching this codebase's existing convention of dedicated tables for naturally-scoped state rather than one wide table) + FrameButtonAction (ordered (widget, action) bindings per physical button). - grid.py: pure snap-to-grid placement math, defined relative to the panel's long/short axis so it stays valid across logical_render_size(orientation)'s genuine width/height swap for portrait, not just a rotation applied at the end. - db.py: widget_locked(), the widget-scoped equivalent of frame_locked() -- deliberately still locks at frame granularity (not a new per-widget lock) to avoid a new class of multi-lock deadlock bugs. - migration.py: _migration_16 creates the new tables; a separate _ensure_widgets_backfilled() (ORM-based, not raw SQL -- much less error-prone for this much per-mode branching) gives every existing frame a widget reproducing its exact current mode/settings, so upgrading changes nothing about what a frame displays or what its buttons do. calendar_photo_inlay frames specifically get two widgets (calendar + photo, split like the old inlay did) rather than silently losing the photo half. 10 new tests covering fresh-install backfill, re-run idempotency, the photo-inlay two-widget case, whiteboard's check_now button mapping, and migration_16's actual CREATE TABLE path against a simulated pre-existing database (not just the fresh-install create_all() shortcut). Full suite (69 tests) passes.
83 lines
3.2 KiB
Python
83 lines
3.2 KiB
Python
"""Snap-to-grid placement math for widgets (see models.Widget) -- pure,
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no I/O, no ORM.
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The grid is defined relative to the panel's long/short axis, not
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landscape/portrait specifically, so it stays valid across
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image_pipeline.logical_render_size(orientation)'s genuine width/height
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swap for portrait (not just a rotation applied at the very end) --
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landscape orientations are GRID_LONG columns x GRID_SHORT rows, portrait
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orientations are GRID_SHORT columns x GRID_LONG rows, same cell size
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either way. Changing a frame's orientation therefore invalidates any
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existing widget layout (an 8x5 arrangement isn't valid on a 5x8 grid) --
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callers are expected to reset to one full-panel widget on an orientation
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change, not try to remap coordinates.
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"""
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from __future__ import annotations
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GRID_LONG = 8
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GRID_SHORT = 5
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# Per-widget-type minimum grid footprint (cols, rows) -- enforced both in
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# the placement UI and server-side (routers/api_widgets.py). A calendar
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# widget crammed into 1x1 would be illegible regardless of size-tier
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# scaling (see calendar_render.py); whiteboard needs enough room to be
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# worth looking at; photos can go as small as a single cell.
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MIN_FOOTPRINT: dict[str, tuple[int, int]] = {
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"photos": (1, 1),
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"calendar": (3, 2),
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"whiteboard": (2, 2),
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}
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Rect = tuple[int, int, int, int] # (x, y, w, h)
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def grid_dims(orientation: str) -> tuple[int, int]:
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"""(cols, rows) for this orientation."""
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if orientation in ("portrait", "portrait_flipped"):
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return GRID_SHORT, GRID_LONG
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return GRID_LONG, GRID_SHORT
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def full_panel_rect(orientation: str) -> Rect:
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"""The single full-panel widget rect for this orientation -- what a
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frame gets reset to whenever its layout can't carry over (initial
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migration backfill, an orientation change)."""
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cols, rows = grid_dims(orientation)
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return (0, 0, cols, rows)
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def in_bounds(orientation: str, rect: Rect) -> bool:
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cols, rows = grid_dims(orientation)
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x, y, w, h = rect
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return x >= 0 and y >= 0 and w > 0 and h > 0 and x + w <= cols and y + h <= rows
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def meets_minimum(widget_type: str, rect: Rect) -> bool:
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min_w, min_h = MIN_FOOTPRINT.get(widget_type, (1, 1))
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_, _, w, h = rect
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return w >= min_w and h >= min_h
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def overlaps(a: Rect, b: Rect) -> bool:
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ax, ay, aw, ah = a
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bx, by, bw, bh = b
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return ax < bx + bw and bx < ax + aw and ay < by + bh and by < ay + ah
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def cell_to_pixels(orientation: str, panel_w: int, panel_h: int, rect: Rect) -> tuple[int, int, int, int]:
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"""Grid rect -> pixel rect in logical (pre-rotation) canvas space --
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against image_pipeline.logical_render_size(orientation)'s own
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(panel_w, panel_h), the same space every renderer already composes
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in before the final orientation transpose."""
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cols, rows = grid_dims(orientation)
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cell_w = panel_w / cols
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cell_h = panel_h / rows
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x, y, w, h = rect
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px, py = round(x * cell_w), round(y * cell_h)
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# Snap the far edge to the next cell boundary rather than compounding
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# per-cell rounding error across w/h -- keeps adjacent widgets'
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# shared edge pixel-exact instead of leaving a stray gap/overlap.
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px2, py2 = round((x + w) * cell_w), round((y + h) * cell_h)
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return (px, py, px2 - px, py2 - py)
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