File size: 37,202 Bytes
de8ccff
fe0c99f
 
 
9b70494
fe0c99f
 
2d887df
fe0c99f
 
 
de8ccff
 
 
9b70494
de8ccff
 
 
 
fe0c99f
 
9b70494
 
 
fe0c99f
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
2d887df
fe0c99f
 
 
 
 
 
 
 
 
 
 
 
 
 
 
2d887df
 
fe0c99f
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9b70494
 
fe0c99f
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9b70494
 
fe0c99f
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
"""SlideEngine - main engine: manages slides, themes, rendering, navigation, and animations."""

import copy
import io
import logging
import math
import os
from collections.abc import Callable

import pygame

from ._drawing import _draw_gradient_rect, _draw_rounded_rect, _draw_shadow, _parse_color
from ._elements import (
    BulletList, CodeBlock, Divider, DynamicGraphic, ImageBox,
    ProgressBar, Shape, Slide, TextBox,
)
from ._enums import EntryAnim, Transition
from ._font import _font_cache, _render_text_surface
from ._themes import THEMES


logger = logging.getLogger(__name__)


class SlideEngine:
    """Main engine: manages slides, themes, rendering, navigation, and animations."""

    def __init__(self, width=1280, height=720, theme="modern_dark",
                 fps=60, title="SlideEngine Presentation",
                 show_progress_bar=True, show_slide_count=True,
                 loop=False, bg_surface=None, auto_init_pygame=True):
        self.width = width
        self.height = height
        self.theme_name = theme
        self.theme = copy.deepcopy(THEMES.get(theme, THEMES["modern_dark"]))
        self.fps = fps
        self.title = title
        self.show_progress_bar = show_progress_bar
        self.show_slide_count = show_slide_count
        self.loop = loop
        self.bg_surface = bg_surface
        self.auto_init_pygame = auto_init_pygame

        self.slides: list[Slide] = []
        self.current_index = 0
        self._running = False
        self._clock = None
        self._screen = None
        self._slide_surface = None
        self._target_surface = None
        self._prev_surface = None
        self._transition_progress = 1.0
        self._transitioning = False
        self._transition_dir = 1
        self._bg_cache = None
        self._headless = False
        self._owns_pygame = False

        # external hooks
        self.on_slide_change: Callable | None = None
        self.on_key: Callable | None = None

    # -- public API --

    def add_slide(self, slide: Slide):
        self.slides.append(slide)
        return self

    def register_font(self, name, path):
        _font_cache.register_font(name, path)
        return self

    def set_theme(self, name_or_dict):
        if isinstance(name_or_dict, str):
            self.theme = copy.deepcopy(THEMES.get(name_or_dict, THEMES["modern_dark"]))
            self.theme_name = name_or_dict
        else:
            self.theme = copy.deepcopy(name_or_dict)
            self.theme_name = "custom"
        self._bg_cache = None

    def goto_slide(self, index):
        index = max(0, min(index, len(self.slides) - 1))
        if index != self.current_index:
            self._start_transition(index)

    def next_slide(self):
        if self.current_index < len(self.slides) - 1:
            self._start_transition(self.current_index + 1)
        elif self.loop and self.slides:
            self._start_transition(0)

    def prev_slide(self):
        if self.current_index > 0:
            self._start_transition(self.current_index - 1)
        elif self.loop and self.slides:
            self._start_transition(len(self.slides) - 1)

    def set_size(self, width, height):
        self.width, self.height = int(width), int(height)
        if not self._headless and self._screen is not None:
            self._screen = pygame.display.set_mode((self.width, self.height), pygame.RESIZABLE)
        self._slide_surface = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
        self._bg_cache = None

    def set_target_surface(self, surface):
        self._target_surface = surface
        if surface is not None:
            self.width, self.height = surface.get_size()
            self._slide_surface = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
            self._bg_cache = None

    def initialize(self, headless=False, size=None, surface=None):
        if self.auto_init_pygame and not pygame.get_init():
            pygame.init()
            self._owns_pygame = True
        if not pygame.font.get_init():
            pygame.font.init()

        self._headless = bool(headless)
        if size:
            self.width, self.height = int(size[0]), int(size[1])

        if surface is not None:
            self.set_target_surface(surface)
        elif self._headless:
            self._target_surface = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
            self._slide_surface = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
        else:
            self._screen = pygame.display.set_mode((self.width, self.height), pygame.RESIZABLE)
            pygame.display.set_caption(self.title)
            self._target_surface = self._screen
            self._slide_surface = pygame.Surface((self.width, self.height), pygame.SRCALPHA)

        self._clock = self._clock or pygame.time.Clock()
        self._reset_slide_anims()
        return self

    def shutdown(self):
        self._running = False
        if self._owns_pygame:
            pygame.quit()
            self._owns_pygame = False

    def handle_action(self, action):
        action = str(action or "").lower()
        if action in ("next", "next_slide", "forward"):
            self.next_slide()
            return True
        if action in ("prev", "prev_slide", "back"):
            self.prev_slide()
            return True
        if action in ("home", "first"):
            self.goto_slide(0)
            return True
        if action in ("end", "last") and self.slides:
            self.goto_slide(len(self.slides) - 1)
            return True
        return False

    def handle_event(self, event):
        if event.type == pygame.QUIT:
            self._running = False
            return True
        if event.type == pygame.VIDEORESIZE:
            self.set_size(event.w, event.h)
            return True
        if event.type == pygame.KEYDOWN:
            if self.on_key and self.on_key(event):
                return True
            if event.key in (pygame.K_RIGHT, pygame.K_SPACE, pygame.K_PAGEDOWN):
                self.next_slide()
                return True
            if event.key in (pygame.K_LEFT, pygame.K_BACKSPACE, pygame.K_PAGEUP):
                self.prev_slide()
                return True
            if event.key == pygame.K_HOME:
                self.goto_slide(0)
                return True
            if event.key == pygame.K_END:
                self.goto_slide(len(self.slides) - 1)
                return True
            if event.key == pygame.K_ESCAPE:
                self._running = False
                return True
            if event.key == pygame.K_f and not self._headless and self._screen is not None:
                pygame.display.toggle_fullscreen()
                return True
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            if event.pos[0] > self.width * 0.5:
                self.next_slide()
            else:
                self.prev_slide()
            return True
        return False

    def update(self, dt):
        self._update(dt)

    def render(self, target_surface=None):
        if target_surface is not None:
            self.set_target_surface(target_surface)
        if self._slide_surface is None:
            self._slide_surface = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
        target = self._target_surface or self._screen
        if target is None:
            target = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
            self._target_surface = target
        self._render_to_target(target)
        return target

    def run(self):
        """Start the presentation loop. Blocks until window is closed."""
        self.initialize(headless=False)
        self._running = True

        while self._running:
            dt = self._clock.tick(self.fps) / 1000.0
            for event in pygame.event.get():
                self.handle_event(event)
            self.update(dt)
            self.render(self._screen)
            pygame.display.flip()
        self.shutdown()

    def render_slide_to_surface(self, index=None, width=None, height=None):
        """Render a single slide to a pygame.Surface (for embedding in other apps)."""
        if self.auto_init_pygame and not pygame.get_init():
            pygame.init()
            self._owns_pygame = True
        if not pygame.font.get_init():
            pygame.font.init()
        w = width or self.width
        h = height or self.height
        idx = index if index is not None else self.current_index
        if idx < 0 or idx >= len(self.slides):
            surf = pygame.Surface((w, h), pygame.SRCALPHA)
            surf.fill((0, 0, 0))
            return surf
        surf = pygame.Surface((w, h), pygame.SRCALPHA)
        self._render_slide(self.slides[idx], surf, w, h, force_full=True)
        return surf

    def export_slide_image(self, index, path, width=None, height=None):
        """Export a slide as a PNG image."""
        surf = self.render_slide_to_surface(index, width, height)
        pygame.image.save(surf, path)

    # -- internal --

    def _start_transition(self, new_index):
        old_slide = self.slides[self.current_index] if self.slides else None
        if old_slide and old_slide.on_exit:
            old_slide.on_exit(self.current_index)
        self._prev_surface = self._slide_surface.copy()
        self._transition_dir = 1 if new_index > self.current_index else -1
        self.current_index = new_index
        self._transition_progress = 0.0
        self._transitioning = True
        self._reset_slide_anims()
        new_slide = self.slides[self.current_index]
        new_slide._elapsed = 0.0
        if new_slide.on_enter:
            new_slide.on_enter(self.current_index)
        if self.on_slide_change:
            self.on_slide_change(self.current_index)

    def _reset_slide_anims(self):
        if not self.slides:
            return
        slide = self.slides[self.current_index]
        for e in slide.elements:
            if e.entry_anim != EntryAnim.NONE:
                e._anim_progress = 0.0
                e._started = False
            else:
                e._anim_progress = 1.0
                e._started = True

    def _update(self, dt):
        if not self.slides:
            return
        slide = self.slides[self.current_index]
        slide._elapsed += dt

        # update transition
        if self._transitioning:
            td = slide.transition_duration
            self._transition_progress += dt / max(0.01, td)
            if self._transition_progress >= 1.0:
                self._transition_progress = 1.0
                self._transitioning = False

        # update element anims
        for e in slide.elements:
            if e.entry_anim == EntryAnim.NONE:
                e._anim_progress = 1.0
                continue
            if slide._elapsed >= e.anim_delay:
                if not e._started:
                    e._started = True
                e._anim_progress += dt / e.anim_duration
                if e._anim_progress > 1.0:
                    e._anim_progress = 1.0

        # auto-advance
        if slide.auto_advance and slide.duration and slide._elapsed >= slide.duration:
            self.next_slide()

    def _render_to_target(self, target):
        if not self.slides:
            target.fill((0, 0, 0))
            return

        slide = self.slides[self.current_index]
        self._slide_surface.fill((0, 0, 0, 0))
        self._render_slide(slide, self._slide_surface, self.width, self.height)

        if self._transitioning and self._prev_surface:
            self._render_transition(slide, target)
        else:
            target.blit(self._slide_surface, (0, 0))

        # progress bar at bottom
        if self.show_progress_bar and len(self.slides) > 1:
            bar_h = 3
            frac = (self.current_index) / max(1, len(self.slides) - 1)
            accent = _parse_color(self.theme.get("accent", "#e94560"))
            bar_w = int(self.width * frac)
            pygame.draw.rect(target, (*accent[:3], 120), (0, self.height - bar_h, self.width, bar_h))
            pygame.draw.rect(target, accent, (0, self.height - bar_h, bar_w, bar_h))

    def _render_transition(self, slide, target):
        t = self._ease_transition(self._transition_progress)
        tr = slide.transition
        if tr == Transition.FADE:
            target.blit(self._prev_surface, (0, 0))
            self._slide_surface.set_alpha(int(255 * t))
            target.blit(self._slide_surface, (0, 0))
            self._slide_surface.set_alpha(255)
        elif tr == Transition.SLIDE_LEFT:
            d = self._transition_dir
            offset = int((1 - t) * self.width)
            target.blit(self._prev_surface, (-offset * d, 0))
            target.blit(self._slide_surface, (self.width * (1 - t) * (1 if d > 0 else -1), 0))
        elif tr == Transition.SLIDE_RIGHT:
            d = -self._transition_dir
            offset = int((1 - t) * self.width)
            target.blit(self._prev_surface, (-offset * d, 0))
            target.blit(self._slide_surface, (self.width * (1 - t) * (1 if d > 0 else -1), 0))
        elif tr in (Transition.SLIDE_UP, Transition.SLIDE_DOWN):
            d = 1 if tr == Transition.SLIDE_UP else -1
            offset = int((1 - t) * self.height)
            target.blit(self._prev_surface, (0, -offset * d))
            target.blit(self._slide_surface, (0, self.height * (1 - t) * d))
        else:
            target.blit(self._slide_surface, (0, 0))

    def _ease_transition(self, t):
        return t * t * (3 - 2 * t)  # smoothstep

    def _render_slide(self, slide, surface, w, h, force_full=False):
        # background
        self._render_background(slide, surface, w, h)

        # accent bar
        if slide.accent_bar:
            accent = _parse_color(self.theme.get("accent", "#e94560"))
            t = slide.accent_bar_thickness
            if slide.accent_bar_pos == "top":
                pygame.draw.rect(surface, accent, (0, 0, w, t))
            elif slide.accent_bar_pos == "bottom":
                pygame.draw.rect(surface, accent, (0, h - t, w, t))
            elif slide.accent_bar_pos == "left":
                pygame.draw.rect(surface, accent, (0, 0, t, h))
            elif slide.accent_bar_pos == "right":
                pygame.draw.rect(surface, accent, (w - t, 0, t, h))

        # sort by z_order
        sorted_elems = sorted(slide.elements, key=lambda e: e.z_order)
        for elem in sorted_elems:
            if not elem.visible:
                continue
            p = elem._anim_progress if not force_full else 1.0
            if p <= 0 and not force_full:
                continue
            self._render_element(elem, surface, w, h, p, slide)

        # slide number
        if slide.slide_number and self.show_slide_count:
            idx = self.slides.index(slide) if slide in self.slides else 0
            txt = f"{idx + 1} / {len(self.slides)}"
            nc = _parse_color(self.theme.get("slide_number_color", "#606080"))
            font = _font_cache.get(size=max(12, int(h * 0.02)))
            ts = font.render(txt, True, nc)
            surface.blit(ts, (w - ts.get_width() - 16, h - ts.get_height() - 12))

        # footer
        if slide.footer_text:
            nc = _parse_color(self.theme.get("muted_color", "#808080"))
            font = _font_cache.get(size=max(12, int(h * 0.018)))
            ts = font.render(slide.footer_text, True, nc)
            surface.blit(ts, (16, h - ts.get_height() - 12))

    def _render_background(self, slide, surface, w, h):
        slide_key = slide.name or id(slide)
        bg_key = (slide_key, w, h, str(slide.bg_gradient), str(slide.bg_color), str(slide.bg_image), self.theme_name)
        if isinstance(self._bg_cache, tuple) and self._bg_cache[0] == bg_key:
            surface.blit(self._bg_cache[1], (0, 0))
            return

        bg_surf = pygame.Surface((w, h), pygame.SRCALPHA)
        grad = slide.bg_gradient
        if not grad:
            grad = self.theme.get("bg_gradient")

        if grad:
            colors = grad if isinstance(grad, (list, tuple)) else [grad]
            colors = [_parse_color(c) for c in colors]
            if len(colors) == 1:
                bg_surf.fill(colors[0])
            elif len(colors) == 2:
                _draw_gradient_rect(bg_surf, (0, 0, w, h), colors[0], colors[1])
            else:
                seg = len(colors) - 1
                seg_h = h // seg
                for i in range(seg):
                    sy = i * seg_h
                    sh = seg_h if i < seg - 1 else h - sy
                    _draw_gradient_rect(bg_surf, (0, sy, w, sh), colors[i], colors[i + 1])
        elif slide.bg_color:
            bg_surf.fill(slide.bg_color)
        else:
            bg_surf.fill(_parse_color(self.theme.get("bg_gradient", ["#1a1a2e"])[0]
                         if isinstance(self.theme.get("bg_gradient"), (list, tuple))
                         else self.theme.get("bg_gradient", "#1a1a2e")))

        if slide.bg_image:
            try:
                if isinstance(slide.bg_image, pygame.Surface):
                    img = slide.bg_image
                else:
                    img = pygame.image.load(slide.bg_image).convert_alpha()
                img = pygame.transform.smoothscale(img, (w, h))
                bg_surf.blit(img, (0, 0))
            except (OSError, ValueError, RuntimeError, TypeError) as exc:
                logger.debug("bg_image load/scale failed: %s", exc)
        self._bg_cache = (bg_key, bg_surf.copy())
        surface.blit(bg_surf, (0, 0))

    def _render_element(self, elem, surface, w, h, progress, slide):
        if isinstance(elem, TextBox):
            self._render_textbox(elem, surface, w, h, progress)
        elif isinstance(elem, ImageBox):
            self._render_imagebox(elem, surface, w, h, progress)
        elif isinstance(elem, Shape):
            self._render_shape(elem, surface, w, h, progress)
        elif isinstance(elem, DynamicGraphic):
            self._render_dynamic(elem, surface, w, h, progress, slide)
        elif isinstance(elem, BulletList):
            self._render_bulletlist(elem, surface, w, h, progress)
        elif isinstance(elem, CodeBlock):
            self._render_codeblock(elem, surface, w, h, progress)
        elif isinstance(elem, ProgressBar):
            self._render_progressbar(elem, surface, w, h, progress)
        elif isinstance(elem, Divider):
            self._render_divider(elem, surface, w, h, progress)

    def _get_font_for_style(self, style_name, h, size_override=None, bold_override=None, italic=False):
        fstyles = self.theme.get("fonts", {})
        fdef = fstyles.get(style_name, fstyles.get("body", {"size_ratio": 0.028, "bold": False}))
        ratio = fdef.get("size_ratio", 0.028)
        if size_override is not None:
            if size_override < 1:
                ratio = size_override
            else:
                return _font_cache.get(
                    name=fdef.get("name"),
                    size=int(size_override),
                    bold=bold_override if bold_override is not None else fdef.get("bold", False),
                    italic=italic,
                    monospace=fdef.get("monospace", False),
                )
        sz = max(10, int(h * ratio))
        return _font_cache.get(
            name=fdef.get("name"),
            size=sz,
            bold=bold_override if bold_override is not None else fdef.get("bold", False),
            italic=italic,
            monospace=fdef.get("monospace", False),
        )

    def _color_for_style(self, style_name):
        mapping = {
            "title": "title_color", "subtitle": "subtitle_color",
            "heading": "title_color", "subheading": "title_color",
            "body": "body_color", "caption": "muted_color",
            "code": "code_color", "label": "body_color",
        }
        key = mapping.get(style_name, "body_color")
        return _parse_color(self.theme.get(key, "#ffffff"))

    def _render_textbox(self, tb: TextBox, surface, w, h, progress):
        font = self._get_font_for_style(tb.style, h, tb.font_size, tb.bold, tb.italic)
        color = tb.color or self._color_for_style(tb.style)
        max_w = int(tb.width * w) if tb.width else 0

        # handle typewriter
        display_text = tb.text
        if tb.entry_anim == EntryAnim.TYPEWRITER and progress < 1.0:
            chars = max(0, int(len(tb.text) * progress))
            display_text = tb.text[:chars]

        # bullet prefix
        prefix = ""
        indent_px = 0
        if tb.bullet:
            prefix = tb.bullet + " "
            indent_px = int(tb.bullet_indent * w)

        ts = _render_text_surface(
            prefix + display_text, font, color,
            max_width=max_w - indent_px if max_w else 0,
            line_spacing=tb.line_spacing, align=tb.align,
            underline=tb.underline, max_lines=tb.max_lines,
        )

        ew, eh = ts.get_width() + indent_px, ts.get_height()
        padx, pady = tb.bg_padding
        total_w = ew + 2 * padx
        total_h = eh + 2 * pady
        dx, dy = tb._resolve_rect(total_w, total_h, w, h)

        # shadow
        if tb.shadow:
            _draw_shadow(surface, (dx, dy, total_w, total_h), tb.bg_radius,
                         self.theme.get("shadow_color", (0, 0, 0, 40)))

        # background
        if tb.bg_color:
            bg_surf = pygame.Surface((total_w, total_h), pygame.SRCALPHA)
            _draw_rounded_rect(bg_surf, tb.bg_color, (0, 0, total_w, total_h), tb.bg_radius)
            if tb.border_color:
                _draw_rounded_rect(bg_surf, tb.border_color, (0, 0, total_w, total_h),
                                   tb.bg_radius, tb.border_width)
            surface.blit(bg_surf, (int(dx), int(dy)))

        elem_surf = pygame.Surface((ew, eh), pygame.SRCALPHA)
        elem_surf.blit(ts, (indent_px, 0))

        final_surf, fx, fy = tb._apply_anim(elem_surf, dx + padx, dy + pady, w, h, progress)
        surface.blit(final_surf, (int(fx), int(fy)))

    def _render_imagebox(self, ib: ImageBox, surface, w, h, progress):
        # load/cache
        target_w = int(ib.size[0] * w) if ib.size else None
        target_h = int(ib.size[1] * h) if ib.size else None
        cache_key = (ib.source if isinstance(ib.source, str) else id(ib.source),
                     target_w, target_h, ib.maintain_aspect, ib.border_radius)

        if ib._cached_key != cache_key:
            try:
                if isinstance(ib.source, pygame.Surface):
                    img = ib.source.copy()
                elif isinstance(ib.source, (bytes, bytearray)):
                    img = pygame.image.load(io.BytesIO(ib.source)).convert_alpha()
                elif isinstance(ib.source, io.BytesIO):
                    img = pygame.image.load(ib.source).convert_alpha()
                elif isinstance(ib.source, str) and os.path.isfile(ib.source):
                    img = pygame.image.load(ib.source).convert_alpha()
                else:
                    # placeholder
                    img = pygame.Surface((target_w or 100, target_h or 100), pygame.SRCALPHA)
                    img.fill((80, 80, 80))
                    f = _font_cache.get(size=14)
                    txt = f.render("Image not found", True, (200, 200, 200))
                    img.blit(txt, (10, 10))

                if target_w and target_h:
                    if ib.maintain_aspect:
                        iw, ih = img.get_size()
                        scale = min(target_w / iw, target_h / ih)
                        nw, nh = int(iw * scale), int(ih * scale)
                    else:
                        nw, nh = target_w, target_h
                    img = pygame.transform.smoothscale(img, (nw, nh))

                # rounded corners via mask
                if ib.border_radius > 0:
                    mask = pygame.Surface(img.get_size(), pygame.SRCALPHA)
                    _draw_rounded_rect(mask, (255, 255, 255, 255),
                                       (0, 0, img.get_width(), img.get_height()),
                                       ib.border_radius)
                    img.blit(mask, (0, 0), special_flags=pygame.BLEND_RGBA_MIN)

                ib._cached_surface = img
                ib._cached_key = cache_key
            except Exception:
                ib._cached_surface = pygame.Surface((50, 50), pygame.SRCALPHA)
                ib._cached_surface.fill((80, 80, 80))
                ib._cached_key = cache_key

        img = ib._cached_surface
        iw, ih = img.get_size()
        dx, dy = ib._resolve_rect(iw, ih, w, h)

        if ib.shadow:
            _draw_shadow(surface, (dx, dy, iw, ih), ib.border_radius,
                         self.theme.get("shadow_color", (0, 0, 0, 50)),
                         offset=(5, 5), blur=10)

        final_surf, fx, fy = ib._apply_anim(img.copy(), dx, dy, w, h, progress)
        surface.blit(final_surf, (int(fx), int(fy)))

        if ib.border_color:
            _draw_rounded_rect(surface, ib.border_color,
                               (int(fx), int(fy), iw, ih),
                               ib.border_radius, ib.border_width)

    def _render_shape(self, sh: Shape, surface, w, h, progress):
        sw, s_h = int(sh.size[0] * w), int(sh.size[1] * h)
        dx, dy = sh._resolve_rect(sw, s_h, w, h)
        elem_surf = pygame.Surface((sw, s_h), pygame.SRCALPHA)

        if sh.shadow:
            _draw_shadow(surface, (dx, dy, sw, s_h), sh.radius,
                         self.theme.get("shadow_color", (0, 0, 0, 40)))

        stype = sh.shape_type.lower()
        if stype in ("rect", "rectangle"):
            if sh.gradient:
                gc = [_parse_color(c) for c in sh.gradient]
                _draw_gradient_rect(elem_surf, (0, 0, sw, s_h), gc[0], gc[-1])
            elif sh.fill:
                pygame.draw.rect(elem_surf, sh.color, (0, 0, sw, s_h))
            if sh.border_color:
                pygame.draw.rect(elem_surf, sh.border_color, (0, 0, sw, s_h), sh.border_width)

        elif stype in ("rounded_rect", "roundedrect", "card"):
            if sh.gradient:
                gc = [_parse_color(c) for c in sh.gradient]
                tmp = pygame.Surface((sw, s_h), pygame.SRCALPHA)
                _draw_gradient_rect(tmp, (0, 0, sw, s_h), gc[0], gc[-1])
                mask = pygame.Surface((sw, s_h), pygame.SRCALPHA)
                _draw_rounded_rect(mask, (255, 255, 255, 255), (0, 0, sw, s_h), sh.radius)
                tmp.blit(mask, (0, 0), special_flags=pygame.BLEND_RGBA_MIN)
                elem_surf.blit(tmp, (0, 0))
            elif sh.fill:
                _draw_rounded_rect(elem_surf, sh.color, (0, 0, sw, s_h), sh.radius)
            if sh.border_color:
                _draw_rounded_rect(elem_surf, sh.border_color, (0, 0, sw, s_h),
                                   sh.radius, sh.border_width)

        elif stype in ("circle", "ellipse"):
            cx, cy = sw // 2, s_h // 2
            if stype == "circle":
                r = min(cx, cy)
                if sh.fill:
                    pygame.draw.circle(elem_surf, sh.color, (cx, cy), r)
                if sh.border_color:
                    pygame.draw.circle(elem_surf, sh.border_color, (cx, cy), r, sh.border_width)
            else:
                if sh.fill:
                    pygame.draw.ellipse(elem_surf, sh.color, (0, 0, sw, s_h))
                if sh.border_color:
                    pygame.draw.ellipse(elem_surf, sh.border_color, (0, 0, sw, s_h), sh.border_width)

        elif stype in ("line",):
            pts = sh.points or [(0, 0.5), (1, 0.5)]
            if len(pts) >= 2:
                px = [(int(p[0] * sw), int(p[1] * s_h)) for p in pts]
                pygame.draw.lines(elem_surf, sh.color, False, px, sh.border_width or 2)

        elif stype in ("polygon",):
            pts = sh.points or []
            if len(pts) >= 3:
                px = [(int(p[0] * sw), int(p[1] * s_h)) for p in pts]
                if sh.fill:
                    pygame.draw.polygon(elem_surf, sh.color, px)
                if sh.border_color:
                    pygame.draw.polygon(elem_surf, sh.border_color, px, sh.border_width)

        final_surf, fx, fy = sh._apply_anim(elem_surf, dx, dy, w, h, progress)
        surface.blit(final_surf, (int(fx), int(fy)))

    def _render_dynamic(self, dg: DynamicGraphic, surface, w, h, progress, slide):
        dw, dh = int(dg.size[0] * w), int(dg.size[1] * h)
        dx, dy = dg._resolve_rect(dw, dh, w, h)

        if dg.render_fn:
            try:
                elem_surf = pygame.Surface((dw, dh), pygame.SRCALPHA)
                dt = 1.0 / max(1, self.fps)
                dg.render_fn(elem_surf, (0, 0, dw, dh), dt, slide._elapsed,
                             self.theme, **dg.user_data)
                final_surf, fx, fy = dg._apply_anim(elem_surf, dx, dy, w, h, progress)
                surface.blit(final_surf, (int(fx), int(fy)))
            except Exception as exc:  # noqa: BLE001 — render_fn is user-supplied; failure must not break the slide.
                logger.debug("dynamic render_fn raised: %s", exc)

    def _render_bulletlist(self, bl: BulletList, surface, w, h, progress):
        font = self._get_font_for_style(bl.style, h, bl.font_size, bl.bold)
        color = bl.color or self._color_for_style(bl.style)
        bullet_color = bl.bullet_color or _parse_color(self.theme.get("bullet_color", "#e94560"))
        max_w = int(bl.width * w) if bl.width else int(w * 0.8)
        indent_px = int(bl.indent * w)
        nested_indent_px = int(bl.nested_indent * w)
        lh = int(font.get_height() * bl.item_spacing)

        all_items = []
        for item in bl.items:
            if isinstance(item, (list, tuple)):
                all_items.append((0, str(item[0])))
                for sub in item[1:]:
                    all_items.append((1, str(sub)))
            else:
                all_items.append((0, str(item)))

        total_h = lh * len(all_items)
        total_w = max_w + indent_px
        base_dx, base_dy = bl._resolve_rect(total_w, total_h, w, h)

        for i, (level, text) in enumerate(all_items):
            item_progress = progress
            if bl.stagger_delay > 0 and bl.entry_anim != EntryAnim.NONE:
                delay = bl.anim_delay + i * bl.stagger_delay
                slide = None
                for s in self.slides:
                    if bl in s.elements:
                        slide = s
                        break
                if slide:
                    elapsed = slide._elapsed
                    if elapsed < delay:
                        continue
                    item_progress = min(1.0, (elapsed - delay) / bl.anim_duration)

            ep = bl._ease(item_progress)
            alpha = int(255 * bl.opacity * ep)

            bchar = bl.bullet_char if level == 0 else bl.sub_bullet_char
            extra_indent = nested_indent_px * level
            bfont = _font_cache.get(size=font.get_height() - 2)
            bs = bfont.render(bchar, True, bullet_color)
            ts = _render_text_surface(text, font, color,
                                       max_width=max_w - indent_px - extra_indent,
                                       line_spacing=1.2, align="left")

            y = base_dy + i * lh
            x_bullet = base_dx + extra_indent
            x_text = base_dx + indent_px + extra_indent

            if alpha < 255:
                bs.set_alpha(alpha)
                ts.set_alpha(alpha)

            ox = 0
            if bl.entry_anim == EntryAnim.SLIDE_IN_LEFT:
                ox = -(1 - ep) * w * 0.1
            elif bl.entry_anim == EntryAnim.SLIDE_IN_RIGHT:
                ox = (1 - ep) * w * 0.1

            surface.blit(bs, (int(x_bullet + ox), int(y + (lh - bs.get_height()) / 2)))
            surface.blit(ts, (int(x_text + ox), int(y + (lh - ts.get_height()) / 2)))

    def _render_codeblock(self, cb: CodeBlock, surface, w, h, progress):
        mono_font = self._get_font_for_style("code", h, cb.font_size)
        bg = cb.bg_color or _parse_color(self.theme.get("code_bg", (15, 15, 30, 240)))
        fg = cb.text_color or _parse_color(self.theme.get("code_color", "#80ffaa"))

        lines = cb.code.split("\n")
        lh = int(mono_font.get_height() * 1.5)
        pad = 16
        title_h = 0

        code_w = int(cb.width * w) if cb.width else int(w * 0.8)
        code_h = int(cb.height * h) if cb.height else (lh * len(lines) + 2 * pad + (32 if cb.title else 0))

        dx, dy = cb._resolve_rect(code_w, code_h, w, h)
        elem_surf = pygame.Surface((code_w, code_h), pygame.SRCALPHA)

        if cb.shadow:
            _draw_shadow(surface, (dx, dy, code_w, code_h), cb.border_radius,
                         self.theme.get("shadow_color", (0, 0, 0, 50)))

        _draw_rounded_rect(elem_surf, bg, (0, 0, code_w, code_h), cb.border_radius)

        # title bar
        if cb.title:
            title_h = 32
            bar_color = tuple(min(255, c + 15) for c in bg[:3]) + (bg[3] if len(bg) > 3 else 255,)
            _draw_rounded_rect(elem_surf, bar_color, (0, 0, code_w, title_h + cb.border_radius), cb.border_radius)
            _draw_rounded_rect(elem_surf, bg, (0, title_h, code_w, cb.border_radius + 2), 0)
            # dots
            for ci, cc in enumerate([(255, 95, 86), (255, 189, 46), (39, 201, 63)]):
                pygame.draw.circle(elem_surf, cc, (16 + ci * 22, title_h // 2), 6)
            # title text
            tf = _font_cache.get(size=max(10, int(h * 0.018)), bold=True)
            tc = cb.title_color or _parse_color(self.theme.get("muted_color", "#808080"))
            tt = tf.render(cb.title, True, tc)
            elem_surf.blit(tt, (82, (title_h - tt.get_height()) // 2))

        # line numbers + code
        ln_w = 0
        if cb.line_numbers:
            ln_digits = len(str(len(lines)))
            ln_w = mono_font.size("0" * (ln_digits + 1))[0] + 8
            muted = _parse_color(self.theme.get("muted_color", "#606080"))

        for i, line in enumerate(lines):
            y = title_h + pad + i * lh
            if y + lh > code_h:
                break
            if cb.line_numbers:
                lns = mono_font.render(str(i + 1).rjust(len(str(len(lines)))), True, muted)
                elem_surf.blit(lns, (8, y))
            ls = mono_font.render(line, True, fg)
            elem_surf.blit(ls, (pad + ln_w, y))

        final_surf, fx, fy = cb._apply_anim(elem_surf, dx, dy, w, h, progress)
        surface.blit(final_surf, (int(fx), int(fy)))

    def _render_progressbar(self, pb: ProgressBar, surface, w, h, progress):
        pw, ph = int(pb.size[0] * w), int(pb.size[1] * h)
        dx, dy = pb._resolve_rect(pw, ph + (20 if pb.label else 0), w, h)
        accent = _parse_color(self.theme.get("accent", "#e94560"))
        bg = pb.bg_color or _parse_color(self.theme.get("muted_color", "#404060"))
        fill = pb.fill_color or accent

        actual_val = pb.value * (progress if pb.animated else 1.0)
        elem_surf = pygame.Surface((pw, ph), pygame.SRCALPHA)
        _draw_rounded_rect(elem_surf, bg, (0, 0, pw, ph), pb.border_radius)
        fill_w = int(pw * actual_val)
        if fill_w > 0:
            _draw_rounded_rect(elem_surf, fill, (0, 0, fill_w, ph), pb.border_radius)

        label_surf = None
        label_h = 0
        if pb.label:
            lf = _font_cache.get(size=max(10, int(h * 0.018)), bold=True)
            lc = pb.label_color or _parse_color(self.theme.get("body_color", "#d0d0e0"))
            label_surf = lf.render(pb.label, True, lc)
            label_h = label_surf.get_height() + 4

        if label_surf:
            surface.blit(label_surf, (int(dx), int(dy)))

        final_surf, fx, fy = pb._apply_anim(elem_surf, dx, dy + label_h, w, h, progress)
        surface.blit(final_surf, (int(fx), int(fy)))

    def _render_divider(self, dv: Divider, surface, w, h, progress):
        color = dv.color or _parse_color(self.theme.get("muted_color", "#606080"))
        horiz = dv.orientation == "horizontal"
        length_px = int(dv.length * (w if horiz else h))
        thick = dv.thickness

        if horiz:
            ew, eh = length_px, thick
        else:
            ew, eh = thick, length_px

        dx, dy = dv._resolve_rect(ew, eh, w, h)
        elem_surf = pygame.Surface((ew, eh), pygame.SRCALPHA)

        if dv.gradient_fade:
            for i in range(length_px):
                t = i / max(1, length_px - 1)
                fade = math.sin(t * math.pi)
                c = (*color[:3], int((color[3] if len(color) > 3 else 255) * fade * dv.opacity))
                if horiz:
                    pygame.draw.line(elem_surf, c, (i, 0), (i, thick - 1))
                else:
                    pygame.draw.line(elem_surf, c, (0, i), (thick - 1, i))
        else:
            c = (*color[:3], int(255 * dv.opacity))
            elem_surf.fill(c)

        final_surf, fx, fy = dv._apply_anim(elem_surf, dx, dy, w, h, progress)
        surface.blit(final_surf, (int(fx), int(fy)))