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Vegas mode: one continuous strip instead of swapping cycles
A cycle used to be a discrete strip that got replaced: motion stopped, every pixel was substituted at once, and the next group started with the viewport already full. That is the freeze, the flash and the jump. The strip is now extended rather than replaced. ScrollHelper gains append_content(), which adds items on the right without touching scroll_position or total_distance_scrolled, so motion continues and the next group simply arrives from the right. Because completion is measured against total_scroll_width, extending also defers completion — there is no longer a cycle boundary to see. drop_scrolled_prefix() reclaims what has gone past, keeping the strip bounded however long Vegas runs (observed 5,000-11,000px against an unbounded strip otherwise). It shifts total_distance_scrolled and total_scroll_width together so the completion arithmetic is unchanged, and refuses to run while the viewport is wrapping: wrapping reads the head of the strip into the right of the frame, so trimming the head there would visibly change the picture. A test caught that. Groups are prepared off the render thread. The constraint is that the canvas and the matrix proxy are process-wide mutable state, so narrowing or capturing through them from another thread would corrupt the frame the render loop is pushing. get_content() therefore takes offscreen_only: the background thread uses only paths that avoid the canvas, and anything needing it is marked and picked up on the render thread. That puts the expensive work (native renders of leaderboard and baseball cards, seconds each) in the background and leaves the cheap work (display capture, 40-600ms) in the foreground. DisplayManager's capture flag is now thread-local. As a shared flag, a background capture would have suppressed the render loop's own frame pushes for its duration, freezing the panel precisely when the point was to avoid a freeze. Canvas-bound plugins are drained one at a time rather than as a batch: six at once held the render thread for 1.75s. Drains are also spaced by two seconds while the lookahead is healthy, since taking them back to back turns one long stall into a run of short ones. When the strip is genuinely running short the throttle is ignored, because content matters more than smoothness there. Measured on hardware: zero cycle-complete swaps, drains landing 2-4s apart, lookahead holding at 1,200-3,500px, no errors. Set continuous_scroll false to restore the swap behaviour; the old path is intact. Co-Authored-By: Claude <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KEZK1P1Q1fu5pcuVrkrCFZ
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@@ -186,8 +186,14 @@ class DisplayManager:
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self.config = config or {}
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self._force_fallback = force_fallback
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self._suppress_test_pattern = suppress_test_pattern
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# When True, update_display() and clear() skip hardware writes (used during off-screen content capture)
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self._capture_mode_active = False
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# Per-thread capture state. update_display() and clear() skip hardware
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# writes while the *calling* thread is capturing content off-screen.
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#
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# Thread-local rather than a plain flag because Vegas mode prepares
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# upcoming content on a background thread: a shared flag set there would
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# suppress the render loop's own frame pushes for the duration, freezing
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# the panel exactly when the point was to avoid a freeze.
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self._capture_state = threading.local()
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# Double-sided mode state (resolved in _setup_matrix). When disabled,
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# the logical image is blitted to the matrix unchanged.
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self._double_sided = None # dict {copies, axis, logical_width, logical_height} or None
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@@ -520,6 +526,15 @@ class DisplayManager:
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except Exception as e:
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logger.error(f"Error drawing test pattern: {e}", exc_info=True)
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@property
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def _capture_mode_active(self) -> bool:
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"""True while the calling thread is capturing content off-screen."""
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return getattr(self._capture_state, 'active', False)
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@_capture_mode_active.setter
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def _capture_mode_active(self, value: bool) -> None:
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self._capture_state.active = bool(value)
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@contextmanager
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def capture_mode(self):
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"""Suppress hardware output during off-screen content capture.
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