Add skin system: user-installable visual overlays for sports scoreboards (#419)

* Add skin system: user-installable visual overlays for sports scoreboards

Skins restyle a scoreboard's live/recent/upcoming rendering while the
host plugin keeps doing data fetching, scheduling, caching, live
priority, and vegas mode — the anti-fork alternative for users who only
want a different layout.

- src/skin_system/: ScoreboardSkin API, SkinContext (canvas + adaptive
  layout + logo/font helpers), discovery/loading runtime with API major
  version gating and per-skin module namespacing
- src/base_classes/sports.py: _render_game() seam at the three
  _draw_scorebug_layout call sites; skin-first with built-in fallback,
  3-strikes session disable, slow-render warning; per-mode skin config
- scripts/validate_skin.py: headless multi-mode/multi-size validator
  with bundled per-sport fixtures (no hardware or network needed)
- skins/example-classic-baseball/: working reference skin
- Web UI: served-schema Visual Skin dropdown (validation never
  enum-restricted, so uninstalled skins can't invalidate configs) and
  GET /api/v3/skins
- Store: registry entries with type "skin" install to skins/
- docs/SKIN_SYSTEM.md (architecture), docs/CREATING_SKINS.md (author
  guide incl. Claude Code prompt), view-model contract locked by tests

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LrCusPasy1qeUN5anK3aA1

* Address review feedback on skin system

- skin_runtime: cache the entry module so the 2nd/3rd load of the same
  skin (live/recent/upcoming hosts) doesn't re-execute it with unbound
  sibling aliases; rebind cached sibling modules to their bare names
  around entry import and restore prior bindings after; include per-
  manifest mtimes in the discovery cache fingerprint so in-place skin
  updates are picked up
- sports.py: count render_skin_card exceptions toward the 3-strike
  session disable
- store_manager: validate skin ids (pattern + resolved-path containment
  in skins/), reject registry/manifest id mismatches, and stage+validate
  downloads in a temp sibling before replacing an existing skin
- schema_manager: leave the schema untouched when the configured skin
  value is a per-mode mapping (a string dropdown could overwrite it)
- validate_skin.py: reject non-positive sizes and non-object --options
  at parse time; support --output-dir outside the repo; type annotations
- example skin: validate accent_color once at load with logged fallback
- fixtures: pregame 0-0 scores in football/hockey upcoming fixtures
- api /skins: rely on the self-invalidating discovery cache instead of
  force_refresh
- docs: valid JSON manifest example, load_logo caching semantics spelled
  out, language ids on fenced blocks
- tests: view-model contract test now exercises the real extractor;
  regression test for repeated same-skin loads with sibling modules

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LrCusPasy1qeUN5anK3aA1

---------

Co-authored-by: Claude <noreply@anthropic.com>
This commit is contained in:
Chuck
2026-07-18 11:07:08 -04:00
committed by GitHub
co-authored by Claude Fable 5
parent 6a9d8014e5
commit cdf03fb107
33 changed files with 2654 additions and 6 deletions
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@@ -48,3 +48,4 @@ config/backups/
# Starlark apps runtime storage (installed .star files and cached renders) # Starlark apps runtime storage (installed .star files and cached renders)
/starlark-apps/ /starlark-apps/
skin_renders/
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@@ -31,6 +31,14 @@
- Plugin configs stored in `config/config.json`, NOT in plugin directories — safe across reinstalls - Plugin configs stored in `config/config.json`, NOT in plugin directories — safe across reinstalls
- Third-party plugins can use their own repo URL with empty `plugin_path` - Third-party plugins can use their own repo URL with empty `plugin_path`
## Skin System (visual overlays for sports scoreboards)
- Skins live in `skins/<skin-id>/` (skin.json + skin.py), NOT in plugin dirs — plugin reinstall deletes plugin dirs
- Core: `src/skin_system/` (ScoreboardSkin, SkinContext, runtime); hook: `SportsCore._render_game()` in `src/base_classes/sports.py`
- Skins render onto `ctx.canvas` only; fallback to built-in renderer on `False`/exception (3 strikes disables for session)
- View-model guaranteed keys are frozen (see `test/test_skin_system.py::TestViewModelContract`) — renaming keys in `_extract_game_details_common` or sport extractors breaks published skins
- Validate skins headlessly: `python scripts/validate_skin.py --skin <id>`; docs: `docs/SKIN_SYSTEM.md`, `docs/CREATING_SKINS.md`
- Skins are NOT monorepo plugins: no manifest bump / update_registry.py needed
## Common Pitfalls ## Common Pitfalls
- paho-mqtt 2.x needs `callback_api_version=mqtt.CallbackAPIVersion.VERSION1` for v1 compat - paho-mqtt 2.x needs `callback_api_version=mqtt.CallbackAPIVersion.VERSION1` for v1 compat
- BasePlugin uses `get_logger()` from `src.logging_config`, not standard `logging.getLogger()` - BasePlugin uses `get_logger()` from `src.logging_config`, not standard `logging.getLogger()`
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@@ -440,6 +440,16 @@ See the [Plugin Store documentation](https://github.com/ChuckBuilds/ledmatrix-pl
For plugin development, check out the [Hello World Plugin](https://github.com/ChuckBuilds/ledmatrix-hello-world) repository as a starter template. For plugin development, check out the [Hello World Plugin](https://github.com/ChuckBuilds/ledmatrix-hello-world) repository as a starter template.
### Visual Skins for Scoreboards
Want a different look for a sports scoreboard without forking the plugin?
**Skins** restyle the live/recent/upcoming screens while the plugin keeps
handling data, scheduling, caching, and vegas mode. Install one with
`git clone <skin repo> skins/<skin-id>`, select it in the plugin's config,
and you're done — see [docs/SKIN_SYSTEM.md](docs/SKIN_SYSTEM.md) (how it
works) and [docs/CREATING_SKINS.md](docs/CREATING_SKINS.md) (build your own,
including a ready-made Claude Code prompt).
2. **Built-in Managers Deprecated**: The built-in managers (hockey, football, stocks, etc.) are now deprecated and have been moved to the plugin system. **You must install replacement plugins from the Plugin Store** in the web interface instead. The plugin system provides the same functionality with better maintainability and extensibility. 2. **Built-in Managers Deprecated**: The built-in managers (hockey, football, stocks, etc.) are now deprecated and have been moved to the plugin system. **You must install replacement plugins from the Plugin Store** in the web interface instead. The plugin system provides the same functionality with better maintainability and extensibility.
</details> </details>
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# Creating Skins
A skin restyles a sports scoreboard (live / recent / upcoming) without
forking the plugin: the plugin keeps fetching data, scheduling, caching, and
doing vegas mode; your skin only draws. Architecture background:
[SKIN_SYSTEM.md](SKIN_SYSTEM.md).
## Quick start
```bash
cp -r skins/example-classic-baseball skins/my-skin
# edit skins/my-skin/skin.json -> set id ("my-skin"), name, author, class_name
# edit skins/my-skin/skin.py -> rename the class, start restyling
python scripts/validate_skin.py --skin my-skin
```
The validator renders your skin against bundled fixture games at several
panel sizes with **no hardware, no network, no running service**, saves PNGs
(plus 4x previews) to `skin_renders/`, and fails loudly on errors. Iterate:
edit → validate → look at the PNGs.
To see it on your matrix, add to your plugin's section in `config/config.json`:
```json
"baseball-scoreboard": {
"skin": "my-skin",
"skin_options": { }
}
```
or pick it from the **Visual Skin** dropdown in the web UI (it appears once a
matching skin is installed). `"skin"` also accepts a per-mode mapping:
`{"live": "my-skin", "recent": "built-in"}`.
## The manifest (`skin.json`)
```json
{
"id": "my-skin",
"name": "My Skin",
"version": "1.0.0",
"author": "you",
"description": "What it looks like",
"skin_api_version": "1.0.0",
"targets": {
"sports": ["baseball"],
"sport_keys": ["mlb", "milb"],
"plugins": []
},
"entry_point": "skin.py",
"class_name": "MySkin",
"modes": ["live", "recent", "upcoming"],
"preview": "preview.png"
}
```
Field notes: `id` must equal the directory name; `skin_api_version`'s major
version must match the host's `SKIN_API_VERSION` or the skin is refused at
load; `targets` takes sport families (`sports`), exact sport keys
(`sport_keys`), and/or exact plugin ids (`plugins`) — any match applies.
## The renderer (`skin.py`)
```python
from src.skin_system.skin_base import ScoreboardSkin, SkinContext
class MySkin(ScoreboardSkin):
def render_live(self, ctx: SkinContext, game: dict) -> bool:
score = f"{game.get('away_score', '0')}-{game.get('home_score', '0')}"
fit = ctx.layout.fit_text(score, ctx.layout.bounds)
ctx.draw_fit(fit, ctx.layout.bounds)
return True # True = "I drew it"; False = use the built-in layout
```
Implement only the modes you care about — anything else falls back to the
plugin's built-in rendering. Return `False` to decline a specific game (e.g.
a layout that only makes sense while a game is live).
### The rules (they keep your skin from breaking the display)
1. **Draw only onto `ctx.canvas`** (via the helpers or `ctx.draw`). Never
reassign `ctx.canvas`, never touch the display or call any update method.
2. **No I/O in render paths.** No network, no file loads per frame —
`render_live` runs every display pass, and a slow render stalls the whole
matrix (the host warns at >150 ms). Use `ctx.load_logo` (cached) and
`cache_key=` for images.
3. **Derive everything from `(ctx, game)`.** Skins must be stateless: the
live/recent/upcoming modes each get their own instance.
4. **Always `.get()` optional keys.** Only the guaranteed keys below are
promised to exist.
5. **Never hardcode pixel positions for the panel.** Use `ctx.width`/
`ctx.height`, `ctx.layout` regions and `fit_text` — your skin will be run
at sizes you didn't test (64x32, 128x64, vegas cards).
6. **No third-party dependencies.** Stdlib + PIL + what `ctx` provides.
A skin that raises 3 renders in a row is disabled until the service restarts
(the built-in layout takes over), so a bug is cosmetic — but check your logs.
## SkinContext reference
| Member | What it is |
|---|---|
| `ctx.canvas` / `ctx.draw` | Fresh RGB `PIL.Image` at display size + its `ImageDraw` (raw-PIL escape hatch) |
| `ctx.width`, `ctx.height` | Canvas size — the only size truth |
| `ctx.layout` | `LayoutContext` (see [ADAPTIVE_LAYOUT.md](ADAPTIVE_LAYOUT.md)): `bounds`, `fit_text`, `fit_text_proportional`, `fit_image`, `px`, `by_tier` |
| `ctx.draw_fit(fit, box, color, align, valign)` | Draw a `fit_text` result aligned in a `Region` (handles BDF fonts) |
| `ctx.draw_text(text, x, y, color, font)` | Positioned text (handles BDF fonts) |
| `ctx.draw_image(img, box, mode, align, valign, cache_key)` | Fit + paste an image with alpha; no-ops on `None` |
| `ctx.load_logo("home" \| "away")` | Team logo as RGBA, or `None` (always handle `None`). Cached after first use; see note below |
| `ctx.draw_text_outlined(text, (x, y), font, fill, outline_color)` | The classic scorebug outlined text (TTF fonts only) |
| `ctx.fonts` | The host's font dict — keys `score`, `time`, `team`, `status`, `detail`, `rank` |
| `ctx.options` | Your user's `skin_options` from config |
| `ctx.sport`, `ctx.view_model_version`, `ctx.logger` | Context metadata + logger |
**A note on `ctx.load_logo` vs the no-I/O rule:** `load_logo` is the one
sanctioned exception. It goes through the host's logo cache — after the
first call per team it's a pure in-memory lookup. If a logo file is missing
on disk, the *first* call may download it, exactly like the built-in
renderer does for the same game (a skin is never worse than built-in here).
Always pass a stable `cache_key` when drawing it, never load image files
yourself in a render path, and always handle `None`.
The default layout idiom — carve regions, then fit text into them:
```python
from src.adaptive_layout import scoreboard_regions
regions = scoreboard_regions(ctx.layout.bounds, ctx=ctx.layout)
ctx.draw_image(ctx.load_logo("away"), regions.away_slot, cache_key=f"logo:{game.get('away_abbr')}")
ctx.draw_image(ctx.load_logo("home"), regions.home_slot, cache_key=f"logo:{game.get('home_abbr')}")
fit = ctx.layout.fit_text("3-5", regions.score_area)
ctx.draw_fit(fit, regions.score_area)
```
`Region` supports `split_h`/`split_v`/`inset`/`top_band`/`bottom_band`/
`left_col`/`right_col` for custom carves. Raw `ctx.draw.rectangle/polygon/
ellipse/...` is always available for custom marks (see the bases diamond in
the example skin).
## The game view model
Guaranteed for every sport (view model v1.0 — renaming these breaks skins and
is treated as a breaking change upstream):
| Key | Notes |
|---|---|
| `id` | Event id (string) |
| `status_text` | Display-ready status, e.g. `"Final"`, `"7:30 PM"`, `"Bot 7th"` |
| `is_live`, `is_final`, `is_upcoming`, `is_halftime` | Booleans |
| `game_date`, `game_time` | Pre-formatted local date/time strings |
| `start_time_utc` | UTC `datetime` |
| `home_abbr`, `away_abbr` | Team abbreviations (can be 25 chars — fit, don't assume) |
| `home_id`, `away_id` | Team ids |
| `home_score`, `away_score` | **Strings**, not ints |
| `home_record`, `away_record` | `"58-33"` or `""` (0-0 records are blanked) |
| `home_logo_path`, `away_logo_path` | Prefer `ctx.load_logo` over touching these |
Sport extras (present for that sport, still `.get()` defensively):
- **baseball**: `inning` (int), `inning_half` (`"top"`/`"bottom"`), `balls`,
`strikes`, `outs` (ints), `bases_occupied` (`[first, second, third]`
booleans), `series_summary` (str)
- **football**: `period`, `period_text`, `clock`, `home_timeouts`,
`away_timeouts`, `down_distance_text`, `down_distance_text_long`,
`is_redzone`, `possession`, `possession_indicator` (`"home"`/`"away"`),
`scoring_event`
- **basketball**: `period`, `period_text`, `clock`
- **hockey**: `period`, `period_text`, `clock`, `power_play`, `penalties`,
`home_shots`, `away_shots`
Optional everywhere (only when the user enabled the feature): `odds` (dict),
`series_summary`, rankings-related fields.
Fixture copies of these dicts live in `src/skin_system/fixtures/` — that's
exactly what the validator feeds your skin.
## Vegas mode
You get vegas support for free: vegas captures the normal display output,
which is already your skin's rendering. Optionally implement
`render_vegas_card(ctx, game)` to return a purpose-built card at
`ctx.width x ctx.height` (sizes vary — never assume 128x32).
## Building a skin with Claude Code
Skins are ideal Claude Code projects: small, isolated, and verifiable with
one command. Paste this to start:
> You are building a **display skin** for LEDMatrix — a visual overlay for a
> sports scoreboard on a small LED matrix (commonly 128x32 or 64x32 pixels).
> First read `docs/CREATING_SKINS.md` and the reference skin in
> `skins/example-classic-baseball/`.
>
> Rules:
> - Create/modify files ONLY under `skins/<my-skin-id>/`. Do NOT modify
> anything in `src/`, `scripts/`, the plugins, or any other skin.
> - Render only from the `game` dict and `ctx` helpers. No network calls, no
> per-frame file I/O, no new pip dependencies, no touching the display —
> draw onto `ctx.canvas` and return True.
> - Use `ctx.layout` regions and `fit_text` for positioning so the skin works
> at any panel size; use `.get()` for every optional game key.
> - After every change run
> `python scripts/validate_skin.py --skin <my-skin-id>` and LOOK at the
> PNGs it writes to `skin_renders/` (the `_x4.png` files are easiest to
> read). Iterate until it passes and looks right at both 128x32 and 64x32.
>
> What I want it to look like: <describe your layout — where logos, score,
> status go; colors; what shows during live vs upcoming vs final>
Tips that keep Claude (and you) out of trouble:
- One mode at a time: get `render_live` right before touching the others —
unimplemented modes automatically use the built-in look.
- Ask for edge-case renders: long team abbreviations, missing logos
(`ctx.load_logo` returning `None`), 0-0 records, extra innings/OT.
- If the render looks cramped at 64x32, ask Claude to use
`ctx.layout.by_tier(...)` to drop elements on small panels rather than
shrinking everything.
- Never let it "fix" a problem by editing `src/` — if the skin can't do
something within its directory, that's a feature request, not a workaround.
## Pre-publish checklist
- [ ] `python scripts/validate_skin.py --skin <id> --size 128x32 --size 64x32 --size 128x64` passes
- [ ] Looked at every PNG in `skin_renders/` — nothing clipped or overlapping
- [ ] Handles a missing logo (`None`) without crashing — temporarily point a
fixture's logo path at a nonexistent file to test
- [ ] Long abbreviations (`"TA&M"`, 45 chars) don't overflow
- [ ] No render warning above the time budget
- [ ] `skin.json`: `id` matches the directory, `version` set,
`skin_api_version` matches the host, targets correct
- [ ] `preview.png` added (grab your favorite `_x4` render)
- [ ] Tested on real hardware if you have it — a Pi is much slower than your
dev machine
Distribute by publishing the directory as a git repo (users
`git clone <repo> skins/<id>`), or submit it to the plugin registry as an
entry with `"type": "skin"` (see [SKIN_SYSTEM.md](SKIN_SYSTEM.md) §Distribution).
**Trust note:** a skin is Python running inside the display service — the
same trust level as a plugin. Review code before installing skins from
others.
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@@ -10,6 +10,12 @@ This guide explains how to set up a development workflow for plugins that are ma
> scale. Existing plugins keep their classic rendering unless they adopt > scale. Existing plugins keep their classic rendering unless they adopt
> those APIs; nothing migrates automatically. > those APIs; nothing migrates automatically.
> **Just want a different look for an existing sports scoreboard?** You may
> not need a plugin at all — a **skin** restyles the live/recent/upcoming
> rendering while the plugin keeps handling data, scheduling, caching, and
> vegas mode, in ~100 lines of drawing code. See
> [CREATING_SKINS.md](CREATING_SKINS.md).
## Overview ## Overview
When developing plugins in separate repositories, you need a way to: When developing plugins in separate repositories, you need a way to:
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# Skin System Architecture
Skins are user-installable **visual overlays** for the sports scoreboards.
A skin replaces only the *look* of a scoreboard — the host plugin keeps doing
data fetching, scheduling, caching, dedup, live-priority takeover, and vegas
mode. If you only want to **build** a skin, read
[CREATING_SKINS.md](CREATING_SKINS.md); this document explains how the system
works and why it is shaped this way.
## Why skins instead of forks
Before skins, changing a scoreboard's layout meant forking the whole plugin
(e.g. the community MLB scoreboard fork). The fork gets the new look but loses
everything the maintained plugin keeps earning: duration/scheduling behavior,
vegas mode support, caching and background-fetch improvements, bug fixes. It
also silently drifts: every upstream improvement now has to be re-ported by
hand.
A skin inverts that trade. The plugin remains stock and keeps updating through
the store; the skin is ~100 lines of pure rendering code that receives the
plugin's already-fetched data each frame. Uninstalling the skin (or the skin
crashing) simply restores the built-in look.
```text
(unchanged) (the skin seam)
ESPN API ──► update() ──► game view model ──► _render_game() ──► display
fetching (a dict) │ │
caching │ └─ built-in
scheduling └─ skin.render_<mode>(ctx, game)
live priority draws onto ctx.canvas
```
## The render funnel
Every sports scoreboard (baseball, football, basketball, hockey — anything
built on `src/base_classes/sports.py`) renders through exactly one seam:
`SportsCore._render_game(game, force_clear)`.
1. The mode class's `display()` (live, `SportsUpcoming`, `SportsRecent`)
picks `self.current_game` and calls `_render_game`.
2. `_render_game` lazily loads the configured skin (once, on first render —
a broken skin can never block plugin startup).
3. If a skin is active, the host builds a `SkinContext` — a fresh black
canvas at the current display size plus layout/font/logo helpers — and
calls the skin's `render_live` / `render_recent` / `render_upcoming`
with a **copy** of the game dict.
4. If the skin returns `True`, the canvas is composited onto the display.
If it returns `False`, isn't implemented for that mode, or raises, the
built-in `_draw_scorebug_layout` runs instead.
Key properties that fall out of this design:
- **Per-mode fallback.** A skin that only implements `render_live` gets the
stock recent/upcoming screens for free.
- **Three strikes.** A skin that raises 3 times in a row is disabled for the
rest of the session (one loud error log per failure); the display never
goes dark. Restarting the service re-arms it.
- **Copies, not references.** Skins receive a shallow copy of the game dict,
so a buggy skin cannot corrupt the plugin's scheduling state.
- **Vegas mode works untouched.** Vegas capture falls back to grabbing the
regular `display()` output, which is already skin-rendered. Skins can
additionally implement `render_vegas_card` for purpose-built scroll cards,
and hosts can call `SportsCore.render_skin_card(game, size)` to use it.
- **Hot-loop caution.** `render_live` runs every display-loop pass during a
live game. The host logs a warning when a skin render exceeds 150 ms, and
`scripts/validate_skin.py` enforces a budget at development time — but
Python cannot forcibly time-out a stuck render, so a skin that blocks
(network I/O, giant image ops) stalls the display. This is why the rules
in CREATING_SKINS.md ban I/O in render paths.
## The view model contract
The `game` dict a skin receives is the plugin's already-extracted view model
(`SportsCore._extract_game_details_common` plus per-sport extras from
`src/base_classes/{baseball,basketball,football,hockey}.py`).
- **Guaranteed keys (view model v1.0)** — always present for every sport:
`id`, `game_time`, `game_date`, `start_time_utc` (a UTC `datetime`),
`status_text`, `is_live`, `is_final`, `is_upcoming`, `is_halftime`,
`home_abbr`/`away_abbr`, `home_id`/`away_id`, `home_score`/`away_score`
(**strings**), `home_logo_path`/`away_logo_path`, `home_record`/`away_record`.
- **Sport extras** — documented per sport in CREATING_SKINS.md (e.g. baseball
adds `inning`, `inning_half`, `balls`, `strikes`, `outs`, `bases_occupied`).
- **Optional keys** (`odds`, rankings, `series_summary`, …) are present only
when the feature is enabled — skins must always use `.get()`.
Versioning policy: additive changes bump the minor version
(`VIEW_MODEL_VERSION` in `src/skin_system/skin_base.py`, surfaced to skins as
`ctx.view_model_version`); renaming or removing a guaranteed key requires a
major bump plus a compat shim. `test/test_skin_system.py::TestViewModelContract`
fails CI if a guaranteed key disappears from the extractor.
Separately, `SKIN_API_VERSION` versions the Python API (`ScoreboardSkin`,
`SkinContext`). The loader refuses a skin whose manifest declares a different
major version and falls back to the built-in renderer with a clear
"skin needs an update" log line.
## Package layout and lifecycle
```text
skins/<skin-id>/
skin.json # manifest (required)
skin.py # ScoreboardSkin subclass (required)
preview.png # optional, shown by the web UI
assets/ # optional skin-local images
helpers.py ... # optional extra modules (namespaced per skin at import)
```
Skins live in the central `skins/` directory — deliberately **not** inside the
plugin's directory, because plugin reinstall/update deletes the whole plugin
directory and a skin must survive that. One skin can also target several
plugins (mlb + milb).
Lifecycle: discovered lazily on first render → manifest validated → API major
version gated → module imported under a namespaced `sys.modules` key (two
skins can both ship a `helpers.py`, same scheme plugins use) → instantiated
with `(manifest, options)`. Every failure logs and falls back to built-in.
Skins should be **stateless**: the live, recent, and upcoming mode classes
each hold their own skin instance, so derive everything from `(ctx, game)`.
## Selection and configuration
Inside the plugin's own config section in `config/config.json`:
```json
"baseball-scoreboard": {
"skin": "retro-baseball",
"skin_options": { "accent_color": [255, 80, 0] }
}
```
`"skin"` is either one id for all modes or a per-mode mapping
(`{"live": "retro-baseball", "recent": "built-in"}`). Absent, empty, or
`"built-in"` means the stock renderer. Because this rides the plugin's config
section, it persists across plugin reinstalls like every other setting.
The web UI shows a **Visual Skin** dropdown for plugins that have matching
skins installed: `SchemaManager.inject_skin_selector` adds an enum to the
*served* schema only. Validation never sees the enum — so a config that
references an uninstalled skin stays valid (rendering just falls back), and
the currently-configured value is always kept selectable. `GET /api/v3/skins`
lists installed skins (optionally filtered by `?plugin_id=`).
## Distribution
- **Manual:** `git clone <skin repo> skins/<skin-id>` — that's the whole
install. No manifest bumps, no `update_registry.py`; skins are not monorepo
plugins.
- **Store:** registry entries with `"type": "skin"` install through the same
`plugins.json` pipeline; `PluginStoreManager` routes them to `skins/`,
validates `skin.json` (including the API major version) instead of
`manifest.json`, and never installs dependencies — skins are render-only
(stdlib + PIL + the provided context, no third-party packages in v1).
## Trust model
A skin is Python executing inside the display service — **exactly the same
trust level as a plugin**, even though "skin" sounds cosmetic. Only install
skins from sources you'd be willing to install a plugin from.
## v2 directions (not in v1)
- A generic `BasePlugin` opt-in (`render_with_skin()`) so non-sports plugins
(weather, music) can offer skinnable layouts; `skin_runtime` is already
sports-agnostic in anticipation.
- Store UI: preview gallery, one-click install from the skin browser.
- An update path for git-cloned skins (today: re-clone or store reinstall).
- Animation support in skins (today the API is one frame per render call;
stateful tricks work but are at-your-own-risk).
+248
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@@ -0,0 +1,248 @@
#!/usr/bin/env python3
"""
Headless skin validator — render a skin against bundled fixture games at
multiple panel sizes without hardware, a network, or a running service.
python scripts/validate_skin.py --skin my-skin
python scripts/validate_skin.py --skin my-skin --sport baseball \
--size 128x32 --size 64x32 --output-dir /tmp/skin_renders
For each (mode x size) it checks: the manifest loads and its API version
matches, the render raises no exception, the canvas isn't blank, and the
render finishes inside a time budget (warn — the live renderer runs every
display-loop pass, and a Pi is far slower than your dev machine). PNGs are
saved (native plus 4x nearest-neighbor previews) so you can eyeball the
result. Exit code is non-zero when any check fails.
"""
import argparse
import json
import logging
import sys
import time
from pathlib import Path
PROJECT_ROOT = Path(__file__).resolve().parents[1]
sys.path.insert(0, str(PROJECT_ROOT))
from PIL import Image, ImageDraw, ImageFont # noqa: E402
FIXTURES_DIR = PROJECT_ROOT / "src" / "skin_system" / "fixtures"
MODES = ("live", "recent", "upcoming")
SPORTS = ("baseball", "basketball", "football", "hockey")
RENDER_BUDGET_S = 0.100
class FixtureHost:
"""Stands in for a SportsCore instance: fonts, logger, logo loading,
outlined text — everything build_context needs, no network."""
def __init__(self, sport: str, skin_options: dict) -> None:
self.sport = sport
self.sport_key = sport
self.skin_options = skin_options
self.logger = logging.getLogger(f"validate_skin.{sport}")
self.fonts = self._load_fonts()
self._logo_cache = {}
self.display_manager = None # build_context is always given a size
def _load_fonts(self) -> dict:
"""Load the SportsCore font set (TTF, with PIL default fallback)."""
fonts = {}
try:
press = str(PROJECT_ROOT / "assets/fonts/PressStart2P-Regular.ttf")
small = str(PROJECT_ROOT / "assets/fonts/4x6-font.ttf")
fonts['score'] = ImageFont.truetype(press, 10)
fonts['time'] = ImageFont.truetype(press, 8)
fonts['team'] = ImageFont.truetype(press, 8)
fonts['status'] = ImageFont.truetype(small, 6)
fonts['detail'] = ImageFont.truetype(small, 6)
fonts['rank'] = ImageFont.truetype(press, 10)
except IOError:
default = ImageFont.load_default()
for key in ('score', 'time', 'team', 'status', 'detail', 'rank'):
fonts[key] = default
return fonts
def _load_and_resize_logo(self, team_id: str, team_abbrev: str,
logo_path, logo_url) -> "Image.Image | None":
"""Load a fixture logo from disk (no downloads), cached per team."""
if team_abbrev in self._logo_cache:
return self._logo_cache[team_abbrev]
path = Path(logo_path)
if not path.is_absolute():
path = PROJECT_ROOT / path
if not path.exists():
return None
logo = Image.open(path).convert('RGBA')
self._logo_cache[team_abbrev] = logo
return logo
def _draw_text_with_outline(self, draw: "ImageDraw.ImageDraw", text: str,
position: tuple, font,
fill: tuple = (255, 255, 255),
outline_color: tuple = (0, 0, 0)) -> None:
"""Classic outlined scorebug text, same as SportsCore's helper."""
x, y = position
for dx, dy in [(-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1),
(1, -1), (1, 0), (1, 1)]:
draw.text((x + dx, y + dy), text, font=font, fill=outline_color)
draw.text((x, y), text, font=font, fill=fill)
def load_fixture(sport: str, mode: str) -> dict:
with open(FIXTURES_DIR / f"{sport}_{mode}.json", encoding="utf-8") as f:
game = json.load(f)
# Real view models carry start_time_utc as a UTC datetime, not a string.
if isinstance(game.get("start_time_utc"), str):
from datetime import datetime
game["start_time_utc"] = datetime.fromisoformat(game["start_time_utc"])
return game
def parse_size(value: str) -> "tuple[int, int]":
try:
w_text, h_text = value.lower().split("x")
w, h = int(w_text), int(h_text)
except ValueError as exc:
raise argparse.ArgumentTypeError(f"size must look like 128x32, got {value!r}") from exc
if w <= 0 or h <= 0:
raise argparse.ArgumentTypeError(f"size dimensions must be positive, got {value!r}")
return w, h
def parse_options(value: str) -> dict:
try:
options = json.loads(value)
except json.JSONDecodeError as exc:
raise argparse.ArgumentTypeError(f"options must be valid JSON: {exc.msg}") from exc
if not isinstance(options, dict):
raise argparse.ArgumentTypeError("options must be a JSON object")
return options
def display_path(path: Path) -> str:
"""Repo-relative when inside the repo, absolute otherwise (--output-dir
may point anywhere, e.g. /tmp/skin_renders)."""
try:
return str(path.relative_to(PROJECT_ROOT))
except ValueError:
return str(path)
def main() -> int:
parser = argparse.ArgumentParser(description=__doc__,
formatter_class=argparse.RawDescriptionHelpFormatter)
parser.add_argument("--skin", required=True, help="skin id (directory name under skins/)")
parser.add_argument("--sport", choices=SPORTS,
help="fixture sport (default: first sport the skin targets, else baseball)")
parser.add_argument("--size", action="append", type=parse_size, dest="sizes",
metavar="WxH", help="panel size to render at (repeatable; default 128x32 and 64x32)")
parser.add_argument("--output-dir", type=Path,
default=PROJECT_ROOT / "skin_renders",
help="where rendered PNGs are written")
parser.add_argument("--options", type=parse_options, default={},
help="skin_options JSON to pass the skin")
args = parser.parse_args()
sizes = args.sizes or [(128, 32), (64, 32)]
logging.basicConfig(level=logging.INFO, format="%(levelname)s %(name)s: %(message)s")
from src.skin_system import skin_runtime
from src.skin_system.skin_base import SKIN_API_VERSION
skins = skin_runtime.discover_skins()
manifest = skins.get(args.skin)
if manifest is None:
print(f"FAIL: skin '{args.skin}' not found under {skin_runtime.get_skins_directory()}")
if skins:
print(f" installed skins: {', '.join(sorted(skins))}")
return 1
sport = args.sport
if sport is None:
declared = skin_runtime.skin_targets(manifest)[0]
sport = next((s for s in declared if s in SPORTS), "baseball")
skin = skin_runtime.load_skin(args.skin, sport=sport, sport_key=sport,
options=args.options)
if skin is None:
print(f"FAIL: skin '{args.skin}' did not load "
f"(see log above; host API is {SKIN_API_VERSION})")
return 1
host = FixtureHost(sport, args.options)
args.output_dir.mkdir(parents=True, exist_ok=True)
failures = 0
rendered = 0
for mode in MODES:
game = load_fixture(sport, mode)
render = getattr(skin, f"render_{mode}")
for width, height in sizes:
label = f"{mode}@{width}x{height}"
try:
# Warm-up render absorbs one-time font/image loads, second
# render is the one timed against the budget.
ctx = skin_runtime.build_context(host, game, size=(width, height))
handled = render(ctx, dict(game))
if handled:
ctx = skin_runtime.build_context(host, game, size=(width, height))
started = time.monotonic()
handled = render(ctx, dict(game))
elapsed = time.monotonic() - started
else:
elapsed = 0.0
except Exception as e:
print(f"FAIL {label}: render raised {type(e).__name__}: {e}")
import traceback
traceback.print_exc()
failures += 1
continue
if not handled:
print(f"skip {label}: render_{mode} returned False (built-in renderer would be used)")
continue
if ctx.canvas.size != (width, height):
print(f"FAIL {label}: canvas was replaced/resized to {ctx.canvas.size} — draw onto ctx.canvas, never reassign it")
failures += 1
continue
if ctx.canvas.convert("L").getbbox() is None:
print(f"FAIL {label}: canvas is blank — render returned True but drew nothing")
failures += 1
continue
if elapsed > RENDER_BUDGET_S:
print(f"WARN {label}: render took {elapsed * 1000:.0f}ms "
f"(budget {RENDER_BUDGET_S * 1000:.0f}ms; a Pi is much slower than this machine)")
out = args.output_dir / f"{args.skin}_{sport}_{mode}_{width}x{height}.png"
ctx.canvas.save(out)
preview = ctx.canvas.resize((width * 4, height * 4), Image.NEAREST)
preview.save(out.with_name(out.stem + "_x4.png"))
print(f"ok {label}: {elapsed * 1000:.0f}ms -> {display_path(out)}")
rendered += 1
# Vegas card, once per mode at the first size (optional API)
try:
width, height = sizes[0]
ctx = skin_runtime.build_context(host, game, size=(width, height))
card = skin.render_vegas_card(ctx, dict(game))
if card is not None:
out = args.output_dir / f"{args.skin}_{sport}_{mode}_vegas.png"
card.save(out)
print(f"ok {mode} vegas card -> {display_path(out)}")
except Exception as e:
print(f"FAIL {mode} vegas card: {type(e).__name__}: {e}")
failures += 1
if rendered == 0 and failures == 0:
print(f"FAIL: skin '{args.skin}' rendered nothing — no render_<mode> returned True")
return 1
print(f"\n{'FAILED' if failures else 'PASSED'}: {rendered} renders, {failures} failures "
f"(PNGs in {args.output_dir})")
return 1 if failures else 0
if __name__ == "__main__":
sys.exit(main())
+23
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@@ -0,0 +1,23 @@
# skins/
User-installable **visual skins** for the sports scoreboards. Each
subdirectory is one skin:
```text
skins/<skin-id>/
skin.json # manifest
skin.py # renderer (a ScoreboardSkin subclass)
preview.png # optional
```
- Install a skin: `git clone <skin repo> skins/<skin-id>` (or via the Plugin
Store for registry entries with `"type": "skin"`).
- Select it: set `"skin": "<skin-id>"` in the plugin's section of
`config/config.json`, or use the web UI's Visual Skin dropdown.
- Build one: start from `example-classic-baseball/` and read
[docs/CREATING_SKINS.md](../docs/CREATING_SKINS.md). Validate with
`python scripts/validate_skin.py --skin <skin-id>`.
Skins survive plugin reinstalls/updates (that's why they live here and not in
the plugin's directory). A skin is Python at the same trust level as a
plugin — review before installing.
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+25
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@@ -0,0 +1,25 @@
{
"id": "example-classic-baseball",
"name": "Example: Classic Baseball",
"version": "1.0.0",
"author": "LEDMatrix",
"description": "Reference skin: a restyled baseball scorebug demonstrating the skin API. Copy this directory to start your own skin.",
"skin_api_version": "1.0.0",
"targets": {
"sports": [
"baseball"
],
"sport_keys": [
"mlb",
"milb"
]
},
"entry_point": "skin.py",
"class_name": "ClassicBaseballSkin",
"modes": [
"live",
"recent",
"upcoming"
],
"preview": "preview.png"
}
+131
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@@ -0,0 +1,131 @@
"""
Example: Classic Baseball — the reference skin.
Shows the whole skin API surface on purpose: adaptive regions
(scoreboard_regions), fitted text (ctx.layout.fit_text + ctx.draw_fit),
logos (ctx.load_logo + ctx.draw_image), raw PIL (ctx.draw for the bases
diamond), and per-user options (ctx.options). Everything is derived from
ctx and the game dict — a skin holds no state, does no I/O, and never
touches the display.
Copy this directory to skins/<your-skin-id>/, rename the class and the
manifest fields, and run:
python scripts/validate_skin.py --skin <your-skin-id>
"""
from src.adaptive_layout import LADDER_GRID, scoreboard_regions
from src.skin_system.skin_base import ScoreboardSkin, SkinContext
DEFAULT_ACCENT = (255, 200, 0)
class ClassicBaseballSkin(ScoreboardSkin):
"""Reference baseball skin: classic scorebug with bases/outs/count."""
def __init__(self, manifest: dict, options: dict):
super().__init__(manifest, options)
# Validate user options once at load time (fail fast, fall back
# gracefully) rather than surprising every render.
accent = self.options.get("accent_color", DEFAULT_ACCENT)
if (isinstance(accent, (list, tuple)) and len(accent) == 3
and all(isinstance(c, int) and 0 <= c <= 255 for c in accent)):
self._accent_color = tuple(accent)
else:
import logging
logging.getLogger(__name__).error(
"accent_color must be three 0-255 integers, got %r; using default", accent)
self._accent_color = DEFAULT_ACCENT
# -- shared pieces ----------------------------------------------------
def _accent(self, ctx: SkinContext) -> tuple:
"""Users can recolor the skin from config via skin_options."""
return self._accent_color
def _draw_card(self, ctx: SkinContext, game: dict, status: str,
center_lines: list, detail: str) -> None:
"""The common card: logos left/right, status on top, the given
center content, detail along the bottom."""
regions = scoreboard_regions(ctx.layout.bounds, ctx=ctx.layout)
ctx.draw_image(ctx.load_logo("away"), regions.away_slot,
cache_key=f"logo:{game.get('away_abbr')}")
ctx.draw_image(ctx.load_logo("home"), regions.home_slot,
cache_key=f"logo:{game.get('home_abbr')}")
if status:
fit = ctx.layout.fit_text(status, regions.status_band, LADDER_GRID)
ctx.draw_fit(fit, regions.status_band, color=self._accent(ctx))
if center_lines:
rows = regions.score_area.split_v(*[1] * len(center_lines))
for line, row in zip(center_lines, rows):
if line:
fit = ctx.layout.fit_text(line, row, LADDER_GRID)
ctx.draw_fit(fit, row)
if detail:
fit = ctx.layout.fit_text(detail, regions.detail_band, LADDER_GRID)
ctx.draw_fit(fit, regions.detail_band, color=(160, 160, 160))
def _draw_bases_and_outs(self, ctx: SkinContext, game: dict) -> None:
"""Raw-PIL escape hatch: a bases diamond + out dots in the bottom
band, sized from the layout scale so it works on any panel."""
size = ctx.layout.px(3, minimum=2) # half-diagonal of one base
gap = ctx.layout.px(1)
cx = ctx.width // 2
cy = ctx.height - (size * 2) - 1
bases = game.get("bases_occupied") or [False, False, False]
# (dx, dy) per base: first (right), second (top), third (left)
offsets = [(size + gap, 0), (0, -(size + gap)), (-(size + gap), 0)]
for occupied, (dx, dy) in zip(bases, offsets):
x, y = cx + dx, cy + dy
diamond = [(x, y - size), (x + size, y), (x, y + size), (x - size, y)]
if occupied:
ctx.draw.polygon(diamond, fill=self._accent(ctx))
else:
ctx.draw.polygon(diamond, outline=(110, 110, 110))
outs = min(int(game.get("outs") or 0), 3)
r = max(1, size - 1)
for i in range(3):
x = cx + (i - 1) * (2 * r + 2 * gap)
y = ctx.height - r - 1
dot = [x - r, y - r, x + r, y + r]
if i < outs:
ctx.draw.ellipse(dot, fill=(255, 255, 255))
else:
ctx.draw.ellipse(dot, outline=(110, 110, 110))
# -- the three modes --------------------------------------------------
def render_live(self, ctx: SkinContext, game: dict) -> bool:
half = "" if game.get("inning_half") == "top" else ""
inning = game.get("inning") or ""
status = f"{half}{inning}" if inning else game.get("status_text", "")
score = f"{game.get('away_score', '0')}-{game.get('home_score', '0')}"
count = f"{game.get('balls', 0)}-{game.get('strikes', 0)}"
self._draw_card(ctx, game, status, [score], "")
self._draw_bases_and_outs(ctx, game)
# Ball-strike count in the top-left corner, over the away logo.
fit = ctx.layout.fit_text(count, (ctx.width // 4, ctx.layout.px(8, minimum=6)), LADDER_GRID)
ctx.draw_fit(fit, ctx.layout.bounds.top_band(fit.height + 1).left_col(fit.width + 2),
color=(200, 200, 200))
return True
def render_recent(self, ctx: SkinContext, game: dict) -> bool:
score = f"{game.get('away_score', '0')}-{game.get('home_score', '0')}"
self._draw_card(ctx, game, game.get("status_text", "Final"),
[score], game.get("series_summary", ""))
return True
def render_upcoming(self, ctx: SkinContext, game: dict) -> bool:
matchup = f"{game.get('away_abbr', '')}@{game.get('home_abbr', '')}"
self._draw_card(ctx, game, game.get("game_date", ""),
[matchup, game.get("game_time", "")],
f"{game.get('away_record', '')} {game.get('home_record', '')}".strip())
return True
+110 -3
View File
@@ -29,6 +29,10 @@ except ImportError:
class SportsCore(ABC): class SportsCore(ABC):
# Which ScoreboardSkin render method this class's display path maps to.
# SportsLive inherits the default; SportsUpcoming/SportsRecent override.
SKIN_MODE = "live"
def __init__(self, config: Dict[str, Any], display_manager: DisplayManager, cache_manager: CacheManager, logger: logging.Logger, sport_key: str): def __init__(self, config: Dict[str, Any], display_manager: DisplayManager, cache_manager: CacheManager, logger: logging.Logger, sport_key: str):
self.logger = logger self.logger = logger
self.config = config self.config = config
@@ -99,6 +103,17 @@ class SportsCore(ABC):
self.last_update = 0 self.last_update = 0
self.current_game = None self.current_game = None
self.fonts = self._load_fonts() self.fonts = self._load_fonts()
# Optional visual skin (see docs/SKIN_SYSTEM.md). "skin" is either a
# skin id applied to all modes, or a per-mode mapping like
# {"live": "retro", "recent": "built-in"}. Loaded lazily on first
# render so a broken skin can never block startup.
self._skin_config = self.mode_config.get("skin")
self.skin_options = self.mode_config.get("skin_options", {}) or {}
self._skin = None
self._skin_load_attempted = False
self._skin_failures = 0
self._skin_slow_renders = 0
# Initialize dynamic team resolver and resolve favorite teams # Initialize dynamic team resolver and resolve favorite teams
self.dynamic_resolver = DynamicTeamResolver() self.dynamic_resolver = DynamicTeamResolver()
@@ -205,6 +220,95 @@ class SportsCore(ABC):
self.logger.error(f"Error in base _draw_scorebug_layout: {e}", exc_info=True) self.logger.error(f"Error in base _draw_scorebug_layout: {e}", exc_info=True)
def _resolve_skin_id(self) -> Optional[str]:
"""The skin id configured for this instance's mode, or None for the
built-in renderer. Accepts a plain id (all modes) or a per-mode
mapping ({"live": "retro-baseball", "recent": "built-in"})."""
skin_id = self._skin_config
if isinstance(skin_id, dict):
skin_id = skin_id.get(self.SKIN_MODE)
if not skin_id or not isinstance(skin_id, str) or skin_id == "built-in":
return None
return skin_id
def _get_skin(self):
"""Lazily load the configured skin once. Returns None (built-in
renderer) when no skin is configured or loading failed."""
if not self._skin_load_attempted:
self._skin_load_attempted = True
skin_id = self._resolve_skin_id()
if skin_id:
try:
from src.skin_system import skin_runtime
self._skin = skin_runtime.load_skin(
skin_id, sport=self.sport, sport_key=self.sport_key,
options=self.skin_options)
except Exception as e:
self.logger.error(f"Failed to load skin '{skin_id}': {e}", exc_info=True)
self._skin = None
return self._skin
def _render_game(self, game: Dict, force_clear: bool = False) -> None:
"""Render one game: try the configured skin first, fall back to the
built-in _draw_scorebug_layout. A skin that raises 3 times in a row
is disabled for the rest of the session."""
skin = self._get_skin()
if skin is not None and self._skin_failures < 3:
try:
from src.skin_system import skin_runtime
ctx = skin_runtime.build_context(self, game)
render = getattr(skin, f"render_{self.SKIN_MODE}")
started = time.monotonic()
handled = render(ctx, dict(game))
elapsed = time.monotonic() - started
if elapsed > 0.15 and self._skin_slow_renders < 5:
self._skin_slow_renders += 1
self.logger.warning(
f"Skin '{self._resolve_skin_id()}' took {elapsed * 1000:.0f}ms to "
f"render {self.SKIN_MODE} — slow renders stall the whole display loop")
if handled:
self._skin_failures = 0
self.display_manager.image.paste(ctx.canvas, (0, 0))
self.display_manager.update_display()
return
except Exception:
self._skin_failures += 1
outcome = ("disabling skin for this session" if self._skin_failures >= 3
else "falling back to built-in renderer")
self.logger.error(
f"Skin '{self._resolve_skin_id()}' failed rendering {self.SKIN_MODE} "
f"({self._skin_failures}/3); {outcome}", exc_info=True)
self._draw_scorebug_layout(game, force_clear)
def render_skin_card(self, game: Dict, size: tuple) -> Optional[Image.Image]:
"""Render one game as a standalone card via the configured skin —
for vegas mode and previews. Tries render_vegas_card at the given
size, then the mode renderer on a card-sized canvas. Returns None
when no skin is active or the skin declined, so callers can use
their default rendering."""
skin = self._get_skin()
if skin is None or self._skin_failures >= 3:
return None
try:
from src.skin_system import skin_runtime
ctx = skin_runtime.build_context(self, game, size=size)
card = skin.render_vegas_card(ctx, dict(game))
if card is not None:
return card
ctx = skin_runtime.build_context(self, game, size=size)
render = getattr(skin, f"render_{self.SKIN_MODE}")
if render(ctx, dict(game)):
return ctx.canvas
except Exception:
# Card failures count toward the same 3-strike session disable
# as display failures — a skin broken for vegas shouldn't get
# to throw on every scroll tick forever.
self._skin_failures += 1
self.logger.error(
f"Skin '{self._resolve_skin_id()}' card render failed "
f"({self._skin_failures}/3)", exc_info=True)
return None
def display(self, force_clear: bool = False) -> bool: def display(self, force_clear: bool = False) -> bool:
"""Common display method for all NCAA FB managers""" # Updated docstring """Common display method for all NCAA FB managers""" # Updated docstring
if not self.is_enabled: # Check if module is enabled if not self.is_enabled: # Check if module is enabled
@@ -229,7 +333,7 @@ class SportsCore(ABC):
return False return False
try: try:
self._draw_scorebug_layout(self.current_game, force_clear) self._render_game(self.current_game, force_clear)
# display_manager.update_display() should be called within subclass draw methods # display_manager.update_display() should be called within subclass draw methods
# or after calling display() in the main loop. Let's keep it out of the base display. # or after calling display() in the main loop. Let's keep it out of the base display.
return True return True
@@ -646,6 +750,8 @@ class SportsCore(ABC):
pass pass
class SportsUpcoming(SportsCore): class SportsUpcoming(SportsCore):
SKIN_MODE = "upcoming"
def __init__(self, config: Dict[str, Any], display_manager: DisplayManager, cache_manager: CacheManager, logger: logging.Logger, sport_key: str): def __init__(self, config: Dict[str, Any], display_manager: DisplayManager, cache_manager: CacheManager, logger: logging.Logger, sport_key: str):
super().__init__(config, display_manager, cache_manager, logger, sport_key) super().__init__(config, display_manager, cache_manager, logger, sport_key)
self.upcoming_games = [] # Store all fetched upcoming games initially self.upcoming_games = [] # Store all fetched upcoming games initially
@@ -973,7 +1079,7 @@ class SportsUpcoming(SportsCore):
self.logger.debug(f"Switched to game index {self.current_game_index}") self.logger.debug(f"Switched to game index {self.current_game_index}")
if self.current_game: if self.current_game:
self._draw_scorebug_layout(self.current_game, force_clear) self._render_game(self.current_game, force_clear)
return True return True
# update_display() is called within _draw_scorebug_layout for upcoming # update_display() is called within _draw_scorebug_layout for upcoming
return False return False
@@ -984,6 +1090,7 @@ class SportsUpcoming(SportsCore):
class SportsRecent(SportsCore): class SportsRecent(SportsCore):
SKIN_MODE = "recent"
def __init__(self, config: Dict[str, Any], display_manager: DisplayManager, cache_manager: CacheManager, logger: logging.Logger, sport_key: str): def __init__(self, config: Dict[str, Any], display_manager: DisplayManager, cache_manager: CacheManager, logger: logging.Logger, sport_key: str):
super().__init__(config, display_manager, cache_manager, logger, sport_key) super().__init__(config, display_manager, cache_manager, logger, sport_key)
@@ -1274,7 +1381,7 @@ class SportsRecent(SportsCore):
self.logger.debug(f"Switched to game index {self.current_game_index}") self.logger.debug(f"Switched to game index {self.current_game_index}")
if self.current_game: if self.current_game:
self._draw_scorebug_layout(self.current_game, force_clear) self._render_game(self.current_game, force_clear)
return True return True
# update_display() is called within _draw_scorebug_layout for recent # update_display() is called within _draw_scorebug_layout for recent
return False return False
+60
View File
@@ -284,6 +284,19 @@ class SchemaManager:
"type": "boolean", "type": "boolean",
"default": False, "default": False,
"description": "Enable live priority takeover when plugin has live content" "description": "Enable live priority takeover when plugin has live content"
},
# Skin selection (docs/SKIN_SYSTEM.md). Deliberately NOT an
# enum here: validation must keep passing when a configured
# skin gets uninstalled (rendering falls back to built-in).
# The install-dependent enum is injected only at serve time
# (inject_skin_selector) for the web UI dropdown.
"skin": {
"type": ["string", "object", "null"],
"description": "Visual skin id, or a per-mode mapping like {\"live\": \"my-skin\"}"
},
"skin_options": {
"type": "object",
"description": "Options passed through to the selected skin"
} }
} }
@@ -354,6 +367,53 @@ class SchemaManager:
self.logger.error(error_msg) self.logger.error(error_msg)
return False, [error_msg] return False, [error_msg]
def inject_skin_selector(self, schema: Dict[str, Any], plugin_id: str,
current_value: Any = None) -> Dict[str, Any]:
"""Return a copy of a plugin's schema with a "skin" dropdown added
when installed skins target this plugin (docs/SKIN_SYSTEM.md).
Serve-time only — validation never sees this enum, so a config
referencing an uninstalled skin stays valid (rendering falls back
to the built-in layout). The currently-configured value is always
included in the enum for the same reason: the dropdown must be able
to display a selection whose skin was removed.
"""
# A per-mode mapping ({"live": ..., "recent": ...}) can't be edited
# through a string dropdown — injecting one would let the form save
# a string over the mapping. Leave the schema alone; per-mode users
# edit via the raw JSON config editor.
if isinstance(current_value, dict):
return schema
try:
from src.skin_system import skin_runtime
matching = skin_runtime.skins_for_plugin(plugin_id)
except Exception as e:
self.logger.debug(f"Skin discovery failed for {plugin_id}: {e}")
return schema
choices = sorted(matching.keys())
if isinstance(current_value, str) and current_value and \
current_value != "built-in" and current_value not in choices:
choices.append(current_value)
if not choices:
return schema
enhanced = copy.deepcopy(schema)
enhanced.setdefault("properties", {})
if "skin" not in enhanced["properties"]:
names = {sid: (matching.get(sid, {}).get("name") or sid) for sid in choices}
enhanced["properties"]["skin"] = {
"type": "string",
"title": "Visual Skin",
"description": "Replace this scoreboard's look with an installed skin "
"(data, scheduling, and vegas mode are unaffected)",
"enum": ["built-in", *choices],
"enumNames": ["Built-in", *(names[sid] for sid in choices)],
"default": "built-in"
}
return enhanced
def _format_validation_error(self, error: ValidationError, plugin_id: Optional[str] = None) -> str: def _format_validation_error(self, error: ValidationError, plugin_id: Optional[str] = None) -> str:
""" """
Format a validation error into a readable message. Format a validation error into a readable message.
+160 -3
View File
@@ -1214,6 +1214,11 @@ class PluginStoreManager:
self.logger.error(f"Plugin not found in registry: {plugin_id}") self.logger.error(f"Plugin not found in registry: {plugin_id}")
return False return False
# Visual skins share the registry but install to skins/, not to a
# plugin directory (docs/SKIN_SYSTEM.md)
if (plugin_info.get('type') or 'plugin') == 'skin':
return self._install_skin_from_info(plugin_id, plugin_info, branch)
repo_url = plugin_info.get('repo') repo_url = plugin_info.get('repo')
if not repo_url: if not repo_url:
self.logger.error(f"Plugin {plugin_id} missing repository URL") self.logger.error(f"Plugin {plugin_id} missing repository URL")
@@ -2254,19 +2259,171 @@ class PluginStoreManager:
return None return None
_SKIN_ID_PATTERN = re.compile(r'^[A-Za-z0-9][A-Za-z0-9._-]{0,63}$')
def _resolve_skin_target(self, skin_id: str) -> Optional[Path]:
"""Validate an externally-supplied skin id and resolve it to a path
strictly inside the skins directory. Returns None (after logging)
for ids that are malformed or would escape the directory — registry
entries and manifests are external input and must not be able to
write or delete outside skins/."""
from src.skin_system import skin_runtime
if not isinstance(skin_id, str) or not self._SKIN_ID_PATTERN.match(skin_id) \
or '..' in skin_id:
self.logger.error(f"Rejecting unsafe skin id: {skin_id!r}")
return None
skins_dir = skin_runtime.get_skins_directory().resolve()
target = (skins_dir / skin_id).resolve()
if target.parent != skins_dir:
self.logger.error(f"Skin id {skin_id!r} escapes the skins directory; rejecting")
return None
return target
def _install_skin_from_info(self, skin_id: str, skin_info: Dict,
branch: Optional[str] = None) -> bool:
"""Install a registry entry of type "skin" into skins/<id>/.
Reuses the plugin download machinery (git / monorepo zip / archive)
but validates skin.json instead of manifest.json and never installs
dependencies — skins are render-only (stdlib + PIL + the provided
SkinContext), which is also what keeps them safe to iterate on.
Downloads into a staging directory and validates there; the
existing installation is only replaced after the new one passes,
so a failed download or bad manifest can't destroy a working skin.
"""
from src.skin_system import skin_runtime
from src.skin_system.skin_base import SKIN_API_VERSION
repo_url = skin_info.get('repo')
if not repo_url:
self.logger.error(f"Skin {skin_id} missing repository URL")
return False
target = self._resolve_skin_target(skin_id)
if target is None:
return False
skins_dir = target.parent
skins_dir.mkdir(parents=True, exist_ok=True)
# Leading "_" keeps staging invisible to skin discovery
staging = skins_dir / f"_staging-{skin_id}"
if staging.exists() and not self._safe_remove_directory(staging):
return False
subpath = skin_info.get('plugin_path')
branch_candidates = self._distinct_sequence([
branch,
skin_info.get('branch'),
skin_info.get('default_branch'),
skin_info.get('last_commit_branch'),
'main',
'master'
])
try:
branch_used = None
if subpath:
for candidate in branch_candidates:
download_url = f"{repo_url}/archive/refs/heads/{candidate}.zip"
if self._install_from_monorepo(download_url, subpath, staging):
branch_used = candidate
break
else:
branch_used = self._install_via_git(repo_url, staging, branch_candidates)
if branch_used is None and not staging.exists():
for candidate in branch_candidates:
download_url = f"{repo_url}/archive/refs/heads/{candidate}.zip"
if self._install_via_download(download_url, staging):
branch_used = candidate
break
if branch_used is None and not staging.exists():
self.logger.error(f"Failed to install skin {skin_id} via git or archive download")
return False
try:
with open(staging / 'skin.json', 'r', encoding='utf-8') as f:
manifest = json.load(f)
except (OSError, json.JSONDecodeError) as e:
self.logger.error(f"Skin {skin_id} has no valid skin.json: {e}")
return False
missing = [k for k in ('id', 'name', 'version', 'skin_api_version', 'class_name')
if not manifest.get(k)]
if missing:
self.logger.error(f"Skin {skin_id} manifest missing fields: {missing}")
return False
# Unlike plugins, a mismatched id is rejected rather than
# renamed: the manifest id is external input, and the registry
# id is what the user asked to install.
if manifest['id'] != skin_id:
self.logger.error(
f"Skin manifest id {manifest['id']!r} doesn't match registry id "
f"{skin_id!r}; not installing")
return False
def _api_major(v):
try:
return int(str(v).split('.')[0])
except (ValueError, IndexError):
return None
if _api_major(manifest['skin_api_version']) != _api_major(SKIN_API_VERSION):
self.logger.error(
f"Skin {skin_id} targets skin API {manifest['skin_api_version']} but this "
f"LEDMatrix provides {SKIN_API_VERSION}; not installing")
return False
# Validated — swap into place
if target.exists() and not self._safe_remove_directory(target):
self.logger.error(f"Could not replace existing skin directory: {target}")
return False
shutil.move(str(staging), str(target))
skin_runtime.discover_skins(force_refresh=True)
self.logger.info(f"Successfully installed skin: {skin_id} (branch: {branch_used})")
return True
finally:
if staging.exists():
self._safe_remove_directory(staging)
def uninstall_skin(self, skin_id: str) -> bool:
"""Remove an installed skin. Plugin configs referencing it keep
validating; rendering falls back to the built-in layout."""
from src.skin_system import skin_runtime
target = self._resolve_skin_target(skin_id)
if target is None:
return False
if not target.exists():
self.logger.info(f"Skin {skin_id} not found (already uninstalled)")
return True
if self._safe_remove_directory(target):
skin_runtime.discover_skins(force_refresh=True)
self.logger.info(f"Successfully uninstalled skin: {skin_id}")
return True
return False
def uninstall_plugin(self, plugin_id: str) -> bool: def uninstall_plugin(self, plugin_id: str) -> bool:
""" """
Uninstall a plugin by removing its directory. Uninstall a plugin by removing its directory.
Args: Args:
plugin_id: Plugin identifier plugin_id: Plugin identifier
Returns: Returns:
True if uninstalled successfully (or already not installed) True if uninstalled successfully (or already not installed)
""" """
plugin_path = self._find_plugin_path(plugin_id) plugin_path = self._find_plugin_path(plugin_id)
if plugin_path is None or not plugin_path.exists(): if plugin_path is None or not plugin_path.exists():
# A skin id passed to the plugin uninstall path (the store UI
# uses one uninstall flow) removes the skin instead
skin_target = self._resolve_skin_target(plugin_id) \
if self._SKIN_ID_PATTERN.match(str(plugin_id)) else None
if skin_target is not None and skin_target.exists():
return self.uninstall_skin(plugin_id)
self.logger.info(f"Plugin {plugin_id} not found (already uninstalled)") self.logger.info(f"Plugin {plugin_id} not found (already uninstalled)")
return True # Already uninstalled, consider this success return True # Already uninstalled, consider this success
+31
View File
@@ -0,0 +1,31 @@
"""
Skin system: user-installable visual overlays for sports scoreboards.
A skin replaces only the rendering of a scoreboard (live / recent /
upcoming) while the host plugin keeps doing data fetching, scheduling,
caching, live priority, and vegas mode. See docs/SKIN_SYSTEM.md.
"""
from src.skin_system.skin_base import (
SKIN_API_VERSION,
VIEW_MODEL_VERSION,
ScoreboardSkin,
SkinContext,
)
from src.skin_system.skin_runtime import (
build_context,
discover_skins,
get_skins_directory,
load_skin,
)
__all__ = [
"SKIN_API_VERSION",
"VIEW_MODEL_VERSION",
"ScoreboardSkin",
"SkinContext",
"build_context",
"discover_skins",
"get_skins_directory",
"load_skin",
]
@@ -0,0 +1,39 @@
{
"id": "401570001",
"game_time": "7:05PM",
"game_date": "Jul 16th",
"start_time_utc": "2026-07-16T23:05:00+00:00",
"status_text": "Bot 7th",
"is_live": true,
"is_final": false,
"is_upcoming": false,
"is_halftime": false,
"is_period_break": false,
"home_abbr": "LAD",
"home_id": "19",
"home_score": "5",
"home_logo_path": "src/skin_system/fixtures/placeholder_home.png",
"home_logo_url": null,
"home_record": "58-33",
"away_abbr": "SF",
"away_id": "26",
"away_score": "3",
"away_logo_path": "src/skin_system/fixtures/placeholder_away.png",
"away_logo_url": null,
"away_record": "49-42",
"is_within_window": true,
"status": "STATUS_IN_PROGRESS",
"status_state": "in",
"inning": 7,
"inning_half": "bottom",
"balls": 3,
"strikes": 2,
"outs": 2,
"bases_occupied": [
true,
true,
true
],
"start_time": "2026-07-16T23:05:00Z",
"series_summary": "LAD leads 2-1"
}
@@ -0,0 +1,39 @@
{
"id": "401570001",
"game_time": "7:05PM",
"game_date": "Jul 16th",
"start_time_utc": "2026-07-16T23:05:00+00:00",
"status_text": "Final",
"is_live": false,
"is_final": true,
"is_upcoming": false,
"is_halftime": false,
"is_period_break": false,
"home_abbr": "LAD",
"home_id": "19",
"home_score": "5",
"home_logo_path": "src/skin_system/fixtures/placeholder_home.png",
"home_logo_url": null,
"home_record": "58-33",
"away_abbr": "SF",
"away_id": "26",
"away_score": "3",
"away_logo_path": "src/skin_system/fixtures/placeholder_away.png",
"away_logo_url": null,
"away_record": "49-42",
"is_within_window": true,
"status": "STATUS_FINAL",
"status_state": "post",
"inning": 9,
"inning_half": "top",
"balls": 0,
"strikes": 0,
"outs": 3,
"bases_occupied": [
false,
false,
false
],
"start_time": "2026-07-16T23:05:00Z",
"series_summary": "Series tied 2-2"
}
@@ -0,0 +1,39 @@
{
"id": "401570001",
"game_time": "7:05PM",
"game_date": "Jul 16th",
"start_time_utc": "2026-07-16T23:05:00+00:00",
"status_text": "7:05 PM",
"is_live": false,
"is_final": false,
"is_upcoming": true,
"is_halftime": false,
"is_period_break": false,
"home_abbr": "LAD",
"home_id": "19",
"home_score": "0",
"home_logo_path": "src/skin_system/fixtures/placeholder_home.png",
"home_logo_url": null,
"home_record": "58-33",
"away_abbr": "SF",
"away_id": "26",
"away_score": "0",
"away_logo_path": "src/skin_system/fixtures/placeholder_away.png",
"away_logo_url": null,
"away_record": "49-42",
"is_within_window": true,
"status": "STATUS_SCHEDULED",
"status_state": "pre",
"inning": 0,
"inning_half": "top",
"balls": 0,
"strikes": 0,
"outs": 0,
"bases_occupied": [
false,
false,
false
],
"start_time": "2026-07-16T23:05:00Z",
"series_summary": ""
}
@@ -0,0 +1,28 @@
{
"id": "401570001",
"game_time": "7:05PM",
"game_date": "Jul 16th",
"start_time_utc": "2026-07-16T23:05:00+00:00",
"status_text": "Q4 2:34",
"is_live": true,
"is_final": false,
"is_upcoming": false,
"is_halftime": false,
"is_period_break": false,
"home_abbr": "OKC",
"home_id": "19",
"home_score": "5",
"home_logo_path": "src/skin_system/fixtures/placeholder_home.png",
"home_logo_url": null,
"home_record": "",
"away_abbr": "MIN",
"away_id": "26",
"away_score": "3",
"away_logo_path": "src/skin_system/fixtures/placeholder_away.png",
"away_logo_url": null,
"away_record": "",
"is_within_window": true,
"period": 4,
"period_text": "Q4",
"clock": "2:34"
}
@@ -0,0 +1,28 @@
{
"id": "401570001",
"game_time": "7:05PM",
"game_date": "Jul 16th",
"start_time_utc": "2026-07-16T23:05:00+00:00",
"status_text": "Final",
"is_live": false,
"is_final": true,
"is_upcoming": false,
"is_halftime": false,
"is_period_break": false,
"home_abbr": "OKC",
"home_id": "19",
"home_score": "5",
"home_logo_path": "src/skin_system/fixtures/placeholder_home.png",
"home_logo_url": null,
"home_record": "",
"away_abbr": "MIN",
"away_id": "26",
"away_score": "3",
"away_logo_path": "src/skin_system/fixtures/placeholder_away.png",
"away_logo_url": null,
"away_record": "",
"is_within_window": true,
"period": 4,
"period_text": "Final",
"clock": "0:00"
}
@@ -0,0 +1,28 @@
{
"id": "401570001",
"game_time": "7:05PM",
"game_date": "Jul 16th",
"start_time_utc": "2026-07-16T23:05:00+00:00",
"status_text": "7:05 PM",
"is_live": false,
"is_final": false,
"is_upcoming": true,
"is_halftime": false,
"is_period_break": false,
"home_abbr": "OKC",
"home_id": "19",
"home_score": "0",
"home_logo_path": "src/skin_system/fixtures/placeholder_home.png",
"home_logo_url": null,
"home_record": "",
"away_abbr": "MIN",
"away_id": "26",
"away_score": "0",
"away_logo_path": "src/skin_system/fixtures/placeholder_away.png",
"away_logo_url": null,
"away_record": "",
"is_within_window": true,
"period": 0,
"period_text": "",
"clock": "0:00"
}
@@ -0,0 +1,36 @@
{
"id": "401570001",
"game_time": "7:05PM",
"game_date": "Jul 16th",
"start_time_utc": "2026-07-16T23:05:00+00:00",
"status_text": "Q3 8:12",
"is_live": true,
"is_final": false,
"is_upcoming": false,
"is_halftime": false,
"is_period_break": false,
"home_abbr": "KC",
"home_id": "19",
"home_score": "21",
"home_logo_path": "src/skin_system/fixtures/placeholder_home.png",
"home_logo_url": null,
"home_record": "58-33",
"away_abbr": "BUF",
"away_id": "26",
"away_score": "17",
"away_logo_path": "src/skin_system/fixtures/placeholder_away.png",
"away_logo_url": null,
"away_record": "49-42",
"is_within_window": true,
"period": 3,
"period_text": "Q3",
"clock": "8:12",
"home_timeouts": 2,
"away_timeouts": 3,
"down_distance_text": "3rd & 4",
"down_distance_text_long": "3rd & 4 at KC 22",
"is_redzone": true,
"possession": "12",
"possession_indicator": "away",
"scoring_event": null
}
@@ -0,0 +1,36 @@
{
"id": "401570001",
"game_time": "7:05PM",
"game_date": "Jul 16th",
"start_time_utc": "2026-07-16T23:05:00+00:00",
"status_text": "Final",
"is_live": false,
"is_final": true,
"is_upcoming": false,
"is_halftime": false,
"is_period_break": false,
"home_abbr": "KC",
"home_id": "19",
"home_score": "21",
"home_logo_path": "src/skin_system/fixtures/placeholder_home.png",
"home_logo_url": null,
"home_record": "58-33",
"away_abbr": "BUF",
"away_id": "26",
"away_score": "17",
"away_logo_path": "src/skin_system/fixtures/placeholder_away.png",
"away_logo_url": null,
"away_record": "49-42",
"is_within_window": true,
"period": 4,
"period_text": "Final",
"clock": "0:00",
"home_timeouts": 0,
"away_timeouts": 0,
"down_distance_text": "",
"down_distance_text_long": "",
"is_redzone": false,
"possession": null,
"possession_indicator": null,
"scoring_event": null
}
@@ -0,0 +1,36 @@
{
"id": "401570001",
"game_time": "7:05PM",
"game_date": "Jul 16th",
"start_time_utc": "2026-07-16T23:05:00+00:00",
"status_text": "7:05 PM",
"is_live": false,
"is_final": false,
"is_upcoming": true,
"is_halftime": false,
"is_period_break": false,
"home_abbr": "KC",
"home_id": "19",
"home_score": "0",
"home_logo_path": "src/skin_system/fixtures/placeholder_home.png",
"home_logo_url": null,
"home_record": "58-33",
"away_abbr": "BUF",
"away_id": "26",
"away_score": "0",
"away_logo_path": "src/skin_system/fixtures/placeholder_away.png",
"away_logo_url": null,
"away_record": "49-42",
"is_within_window": true,
"period": 0,
"period_text": "",
"clock": "0:00",
"home_timeouts": 3,
"away_timeouts": 3,
"down_distance_text": "",
"down_distance_text_long": "",
"is_redzone": false,
"possession": null,
"possession_indicator": null,
"scoring_event": null
}
+32
View File
@@ -0,0 +1,32 @@
{
"id": "401570001",
"game_time": "7:05PM",
"game_date": "Jul 16th",
"start_time_utc": "2026-07-16T23:05:00+00:00",
"status_text": "P3 14:55",
"is_live": true,
"is_final": false,
"is_upcoming": false,
"is_halftime": false,
"is_period_break": false,
"home_abbr": "COL",
"home_id": "19",
"home_score": "2",
"home_logo_path": "src/skin_system/fixtures/placeholder_home.png",
"home_logo_url": null,
"home_record": "58-33",
"away_abbr": "VGK",
"away_id": "26",
"away_score": "2",
"away_logo_path": "src/skin_system/fixtures/placeholder_away.png",
"away_logo_url": null,
"away_record": "49-42",
"is_within_window": true,
"period": 3,
"period_text": "P3",
"clock": "14:55",
"power_play": true,
"penalties": [],
"home_shots": 27,
"away_shots": 31
}
@@ -0,0 +1,32 @@
{
"id": "401570001",
"game_time": "7:05PM",
"game_date": "Jul 16th",
"start_time_utc": "2026-07-16T23:05:00+00:00",
"status_text": "Final/OT",
"is_live": false,
"is_final": true,
"is_upcoming": false,
"is_halftime": false,
"is_period_break": false,
"home_abbr": "COL",
"home_id": "19",
"home_score": "3",
"home_logo_path": "src/skin_system/fixtures/placeholder_home.png",
"home_logo_url": null,
"home_record": "58-33",
"away_abbr": "VGK",
"away_id": "26",
"away_score": "2",
"away_logo_path": "src/skin_system/fixtures/placeholder_away.png",
"away_logo_url": null,
"away_record": "49-42",
"is_within_window": true,
"period": 5,
"period_text": "Final/OT",
"clock": "0:00",
"power_play": false,
"penalties": [],
"home_shots": 35,
"away_shots": 33
}
@@ -0,0 +1,32 @@
{
"id": "401570001",
"game_time": "7:05PM",
"game_date": "Jul 16th",
"start_time_utc": "2026-07-16T23:05:00+00:00",
"status_text": "7:05 PM",
"is_live": false,
"is_final": false,
"is_upcoming": true,
"is_halftime": false,
"is_period_break": false,
"home_abbr": "COL",
"home_id": "19",
"home_score": "0",
"home_logo_path": "src/skin_system/fixtures/placeholder_home.png",
"home_logo_url": null,
"home_record": "58-33",
"away_abbr": "VGK",
"away_id": "26",
"away_score": "0",
"away_logo_path": "src/skin_system/fixtures/placeholder_away.png",
"away_logo_url": null,
"away_record": "49-42",
"is_within_window": true,
"period": 0,
"period_text": "",
"clock": "0:00",
"power_play": false,
"penalties": [],
"home_shots": 0,
"away_shots": 0
}
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"""
Skin API: the classes a skin author works with.
A skin is a directory under skins/<skin-id>/ containing a skin.json
manifest and a Python module exposing a ScoreboardSkin subclass. The
host (a sports scoreboard's base classes) builds a SkinContext per
render and calls render_live / render_recent / render_upcoming with the
game view model. The skin draws onto ctx.canvas and returns True; the
host composites the canvas onto the display. A skin never talks to the
display, the network, or the plugin directly.
Skin API Version: 1.0.0
View Model Version: 1.0
"""
from abc import ABC
from dataclasses import dataclass, field
from typing import Any, Callable, Dict, Optional, Tuple, Union
from PIL import Image, ImageDraw
try:
import freetype
except ImportError: # pragma: no cover - freetype ships with the project deps
freetype = None
from src.adaptive_layout import FitResult, LayoutContext, Region
# Major must match a skin manifest's skin_api_version major or the skin
# is refused at load time (renames/removals bump major; additions minor).
SKIN_API_VERSION = "1.0.0"
# Version of the guaranteed `game` dict keys (see docs/CREATING_SKINS.md).
VIEW_MODEL_VERSION = "1.0"
def _draw_bdf_text_on(draw: ImageDraw.ImageDraw, text: str, x: int, y: int,
color: Tuple[int, int, int], face: Any,
clip_w: int, clip_h: int) -> None:
"""Render a freetype BDF face glyph-by-glyph onto an arbitrary canvas.
DisplayManager._draw_bdf_text only draws onto the panel image; skins
draw onto their own canvas, so the fitted-font path (fit_text can
return freetype faces) needs this standalone equivalent.
"""
try:
ascender_px = face.size.ascender >> 6
except Exception:
ascender_px = 0
baseline_y = y + ascender_px
for char in text:
face.load_char(char)
bitmap = face.glyph.bitmap
glyph_left = face.glyph.bitmap_left
glyph_top = face.glyph.bitmap_top
for i in range(bitmap.rows):
for j in range(bitmap.width):
byte_index = i * bitmap.pitch + (j // 8)
if byte_index < len(bitmap.buffer) and \
bitmap.buffer[byte_index] & (1 << (7 - (j % 8))):
px = x + glyph_left + j
py = baseline_y - glyph_top + i
if 0 <= px < clip_w and 0 <= py < clip_h:
draw.point((px, py), fill=color)
x += face.glyph.advance.x >> 6
@dataclass
class SkinContext:
"""Everything a skin may touch during one render call.
The canvas is a fresh RGB image sized to the current display (or
vegas card). Draw onto it via the helpers below or raw ``draw``;
never call display/update methods — the host composites the canvas.
"""
canvas: Image.Image
draw: ImageDraw.ImageDraw
layout: LayoutContext
width: int
height: int
fonts: Dict[str, Any]
options: Dict[str, Any]
logger: Any
sport: Optional[str] = None
view_model_version: str = VIEW_MODEL_VERSION
# load_logo("home") / load_logo("away") -> RGBA PIL image or None.
# Bound to the current game; hits the host's logo cache (never loads
# from disk twice), downloads missing logos like the built-in layout.
load_logo: Callable[[str], Optional[Image.Image]] = field(default=lambda side: None)
# draw_text_outlined(text, (x, y), font, fill=..., outline_color=...)
# — the classic scorebug outlined text, drawn onto this canvas.
# TTF fonts only (ctx.fonts values are TTF); for ladder-fitted fonts
# use draw_fit / draw_text, which handle BDF faces too.
draw_text_outlined: Callable[..., None] = field(default=lambda *a, **k: None)
def draw_text(self, text: str, x: int, y: int,
color: Tuple[int, int, int] = (255, 255, 255),
font: Any = None) -> None:
"""Draw text at a top-left position, handling both PIL fonts and
the freetype BDF faces that layout.fit_text can return."""
if font is None:
font = self.fonts.get('time')
if freetype is not None and isinstance(font, freetype.Face):
_draw_bdf_text_on(self.draw, text, int(x), int(y), color, font,
self.width, self.height)
else:
self.draw.text((int(x), int(y)), text, font=font, fill=color)
def draw_fit(self, fit: FitResult, box: Union[Region, Tuple[int, int]],
color: Tuple[int, int, int] = (255, 255, 255),
align: str = "center", valign: str = "center") -> None:
"""Draw a layout.fit_text() result aligned within a Region — the
canvas-local equivalent of adaptive_layout.draw_fitted_text."""
region = box if isinstance(box, Region) else Region(0, 0, box[0], box[1])
x, y = region.align_xy(fit.width, fit.height, align, valign)
self.draw_text(fit.text, x, y - fit.y_offset, color=color, font=fit.font)
def draw_image(self, img: Optional[Image.Image],
box: Union[Region, Tuple[int, int]], *,
mode: str = "contain", align: str = "center",
valign: str = "center", cache_key: Any = None) -> None:
"""Fit an image (a logo, art) into a Region and paste it, honoring
alpha. Silently no-ops on None so `ctx.draw_image(ctx.load_logo(
'home'), ...)` stays safe when a logo is missing."""
if img is None:
return
region = box if isinstance(box, Region) else Region(0, 0, box[0], box[1])
fitted = self.layout.fit_image(img, region, mode=mode,
cache_key=cache_key)
result = fitted.image # fit_image returns an ImageFitResult (always RGBA)
if result is None:
return
x, y = region.align_xy(result.width, result.height, align, valign)
self.canvas.paste(result, (int(x), int(y)), result)
class ScoreboardSkin(ABC):
"""Base class for scoreboard skins.
Override only the modes you want to restyle; any mode you leave
unimplemented (or return False from) falls back to the plugin's
built-in renderer, so a live-only skin still gets recent/upcoming
screens for free.
Skins should be stateless: three host instances (live, recent,
upcoming) each hold their own skin instance, and a render must be
derivable from (ctx, game) alone.
"""
SKIN_API_VERSION = SKIN_API_VERSION
def __init__(self, manifest: Dict[str, Any], options: Dict[str, Any]):
self.manifest = manifest
self.options = options or {}
def render_live(self, ctx: SkinContext, game: Dict[str, Any]) -> bool:
return False
def render_recent(self, ctx: SkinContext, game: Dict[str, Any]) -> bool:
return False
def render_upcoming(self, ctx: SkinContext, game: Dict[str, Any]) -> bool:
return False
def render_vegas_card(self, ctx: SkinContext,
game: Dict[str, Any]) -> Optional[Image.Image]:
"""Render one vegas scroll card at ctx.width x ctx.height. Return
the finished image, or None to let the host use its default vegas
rendering (which captures the regular display output)."""
return None
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"""
Skin runtime: discovery, validation, loading, and context building.
Deliberately generic — this module knows nothing about sports beyond
passing a `sport` label through; the sports flavor lives in skin_base
(ScoreboardSkin) and in the hosts that call build_context.
Every failure path here logs and returns None: a broken or missing skin
must never take down the plugin that references it — the host falls
back to its built-in renderer.
"""
import importlib.util
import json
import sys
import threading
from pathlib import Path
from typing import Any, Dict, Optional, Tuple
from PIL import Image, ImageDraw
from src.adaptive_layout import LayoutContext
from src.logging_config import get_logger
from src.skin_system.skin_base import (
SKIN_API_VERSION,
ScoreboardSkin,
SkinContext,
)
logger = get_logger(__name__)
_REQUIRED_MANIFEST_FIELDS = ("id", "name", "version", "skin_api_version", "class_name")
_DEFAULT_ENTRY_POINT = "skin.py"
_lock = threading.RLock()
# skins_dir -> (fingerprint, {skin_id: manifest+path})
_discovery_cache: Dict[str, Tuple[Tuple, Dict[str, Dict[str, Any]]]] = {}
_shared_layout_font_manager: Optional[Any] = None
def _get_font_manager() -> Any:
"""Shared FontManager for skin LayoutContexts. SportsCore hosts don't
carry a plugin_manager, so skins share one module-level FontManager —
the same shape as base_plugin._fallback_font_manager, constructed
directly so rendering never has to import the whole plugin system."""
global _shared_layout_font_manager
if _shared_layout_font_manager is None:
from src.font_manager import FontManager
_shared_layout_font_manager = FontManager({})
return _shared_layout_font_manager
def get_skins_directory() -> Path:
"""Central skins directory: <project_root>/skins. Lives outside the
plugin directories on purpose — plugin reinstall/update deletes the
whole plugin directory, and a skin must survive that."""
return Path(__file__).resolve().parents[2] / "skins"
def _major(version: str) -> Optional[int]:
try:
return int(str(version).split(".")[0])
except (ValueError, AttributeError, IndexError):
return None
def _read_manifest(skin_dir: Path) -> Optional[Dict[str, Any]]:
manifest_path = skin_dir / "skin.json"
if not manifest_path.is_file():
return None
try:
with open(manifest_path, "r", encoding="utf-8") as f:
manifest = json.load(f)
except (OSError, json.JSONDecodeError) as e:
logger.error("Skin manifest %s is unreadable: %s", manifest_path, e)
return None
missing = [k for k in _REQUIRED_MANIFEST_FIELDS if not manifest.get(k)]
if missing:
logger.error("Skin manifest %s missing required fields: %s",
manifest_path, ", ".join(missing))
return None
if manifest["id"] != skin_dir.name:
logger.warning("Skin manifest id %r does not match directory name %r",
manifest["id"], skin_dir.name)
manifest["_skin_dir"] = str(skin_dir)
return manifest
def _discovery_fingerprint(skins_dir: Path) -> Optional[Tuple]:
"""Cache key for a skins directory: its mtime plus every skin.json's
(path, mtime). The directory mtime alone misses in-place manifest edits
(a skin updated without adding/removing entries)."""
try:
parts = [skins_dir.stat().st_mtime]
for manifest_path in sorted(skins_dir.glob("*/skin.json")):
parts.append((str(manifest_path), manifest_path.stat().st_mtime))
return tuple(parts)
except OSError:
return None
def discover_skins(skins_dir: Optional[Path] = None,
force_refresh: bool = False) -> Dict[str, Dict[str, Any]]:
"""Return {skin_id: manifest} for every valid skin package installed.
Cached per directory and invalidated when the directory or any
skin.json changes; pass force_refresh to bypass.
"""
skins_dir = Path(skins_dir) if skins_dir else get_skins_directory()
cache_key = str(skins_dir)
fingerprint = _discovery_fingerprint(skins_dir)
if fingerprint is None:
return {}
with _lock:
cached = _discovery_cache.get(cache_key)
if cached and not force_refresh and cached[0] == fingerprint:
return dict(cached[1])
skins: Dict[str, Dict[str, Any]] = {}
for entry in sorted(skins_dir.iterdir()):
if not entry.is_dir() or entry.name.startswith((".", "_")):
continue
manifest = _read_manifest(entry)
if manifest:
skins[manifest["id"]] = manifest
_discovery_cache[cache_key] = (fingerprint, skins)
return dict(skins)
def skin_targets(manifest: Dict[str, Any]) -> Tuple[list, list]:
"""(sports, sport_keys) a skin declares it supports."""
targets = manifest.get("targets") or {}
return (list(targets.get("sports") or []),
list(targets.get("sport_keys") or []))
def skin_matches_target(manifest: Dict[str, Any], sport: Optional[str],
sport_key: Optional[str]) -> bool:
"""True when the skin declares support for this sport family or exact
sport key. A skin with no targets at all matches everything."""
sports, sport_keys = skin_targets(manifest)
if not sports and not sport_keys:
return True
if sport and sport in sports:
return True
if sport_key and sport_key in sport_keys:
return True
return False
def skins_for_plugin(plugin_id: str,
skins: Optional[Dict[str, Dict[str, Any]]] = None) -> Dict[str, Dict[str, Any]]:
"""Installed skins that plausibly apply to a plugin, for UI dropdowns.
A skin matches when the plugin id is listed in targets.plugins, or any
declared sport / sport_key appears as a token of the plugin id (so a
skin targeting sports=["baseball"] matches "baseball-scoreboard", and
sport_keys=["milb"] matches "milb-scoreboard")."""
if skins is None:
skins = discover_skins()
tokens = set(str(plugin_id).lower().replace("-", "_").split("_"))
matched = {}
for skin_id, manifest in skins.items():
targets = manifest.get("targets") or {}
if plugin_id in (targets.get("plugins") or []):
matched[skin_id] = manifest
continue
sports, sport_keys = skin_targets(manifest)
if any(str(t).lower() in tokens for t in sports + sport_keys):
matched[skin_id] = manifest
return matched
def _load_skin_module(skin_id: str, skin_dir: Path, entry_point: str) -> Optional[Any]:
"""Import the skin's entry module under a namespaced sys.modules key,
namespacing its sibling .py files the same way — the collision-
avoidance scheme plugins use (plugin_loader._namespace_plugin_modules),
so two skins can both ship a helpers.py.
The entry module is cached: the live/recent/upcoming hosts all load
the same skin, and only the first load executes any code. (A skin
whose *code* changed on disk needs a service restart to take effect —
Python modules can't be safely hot-swapped.)
"""
entry_path = skin_dir / entry_point
if not entry_path.is_file():
logger.error("Skin '%s' entry point not found: %s", skin_id, entry_path)
return None
module_name = f"_skin_{skin_id}_{Path(entry_point).stem}"
with _lock:
cached_entry = sys.modules.get(module_name)
if cached_entry is not None:
return cached_entry
# Import siblings under their namespaced alias, and *bind* the bare
# name (cached or fresh) so `import helpers` inside the entry module
# resolves to this skin's copy. The bare bindings are transient —
# restored below so another skin's identically-named sibling can't
# be shadowed by ours.
replaced_bare: Dict[str, Any] = {}
try:
for sibling in skin_dir.glob("*.py"):
if sibling.name == entry_point:
continue
alias = f"_skin_{skin_id}_{sibling.stem}"
module = sys.modules.get(alias)
if module is None:
spec = importlib.util.spec_from_file_location(alias, sibling)
if not spec or not spec.loader:
continue
module = importlib.util.module_from_spec(spec)
sys.modules[alias] = module
replaced_bare.setdefault(sibling.stem, sys.modules.get(sibling.stem))
sys.modules[sibling.stem] = module
try:
spec.loader.exec_module(module)
except Exception as e:
logger.error("Skin '%s' sibling module %s failed to import: %s",
skin_id, sibling.name, e, exc_info=True)
sys.modules.pop(alias, None)
return None
else:
replaced_bare.setdefault(sibling.stem, sys.modules.get(sibling.stem))
sys.modules[sibling.stem] = module
try:
spec = importlib.util.spec_from_file_location(module_name, entry_path)
if not spec or not spec.loader:
logger.error("Skin '%s': could not create import spec for %s",
skin_id, entry_path)
return None
module = importlib.util.module_from_spec(spec)
sys.modules[module_name] = module
spec.loader.exec_module(module)
return module
except Exception as e:
sys.modules.pop(module_name, None)
logger.error("Skin '%s' failed to import: %s", skin_id, e, exc_info=True)
return None
finally:
for bare_name, previous in replaced_bare.items():
if previous is None:
sys.modules.pop(bare_name, None)
else:
sys.modules[bare_name] = previous
def load_skin(skin_id: str, sport: Optional[str] = None,
sport_key: Optional[str] = None,
options: Optional[Dict[str, Any]] = None,
skins_dir: Optional[Path] = None) -> Optional[ScoreboardSkin]:
"""Load and instantiate a skin. Returns None (after logging why) on
any failure — callers treat None as 'use the built-in renderer'."""
skins = discover_skins(skins_dir)
manifest = skins.get(skin_id)
if manifest is None:
logger.warning("Skin '%s' is configured but not installed under %s; "
"using built-in renderer",
skin_id, skins_dir or get_skins_directory())
return None
manifest_major = _major(manifest.get("skin_api_version"))
api_major = _major(SKIN_API_VERSION)
if manifest_major != api_major:
logger.error("Skin '%s' targets skin API %s but this LEDMatrix "
"provides %s — the skin needs an update; using "
"built-in renderer",
skin_id, manifest.get("skin_api_version"), SKIN_API_VERSION)
return None
if not skin_matches_target(manifest, sport, sport_key):
# Soft: the user explicitly configured it, so warn but load anyway
# (a baseball skin may render an acceptable generic scoreboard).
logger.warning("Skin '%s' does not declare support for sport=%r / "
"sport_key=%r; loading anyway", skin_id, sport, sport_key)
skin_dir = Path(manifest["_skin_dir"])
module = _load_skin_module(skin_id, skin_dir,
manifest.get("entry_point", _DEFAULT_ENTRY_POINT))
if module is None:
return None
class_name = manifest["class_name"]
skin_class = getattr(module, class_name, None)
if skin_class is None or not isinstance(skin_class, type) or \
not issubclass(skin_class, ScoreboardSkin):
logger.error("Skin '%s': %s is missing or not a ScoreboardSkin subclass",
skin_id, class_name)
return None
try:
return skin_class(manifest, options or {})
except Exception as e:
logger.error("Skin '%s' failed to instantiate: %s", skin_id, e, exc_info=True)
return None
def build_context(host: Any, game: Dict[str, Any],
size: Optional[Tuple[int, int]] = None) -> SkinContext:
"""Build a SkinContext for one render call.
`host` is a SportsCore-style object: display_manager, fonts, logger,
sport, skin_options, _load_and_resize_logo, _draw_text_with_outline.
`size` overrides the canvas size (vegas cards); default is the
current display size read live from the display manager.
"""
if size is not None:
width, height = int(size[0]), int(size[1])
else:
dm = host.display_manager
width = getattr(dm, "width", None) or dm.matrix.width
height = getattr(dm, "height", None) or dm.matrix.height
canvas = Image.new("RGB", (width, height), (0, 0, 0))
draw = ImageDraw.Draw(canvas)
layout = LayoutContext(width, height, _get_font_manager())
def load_logo(side: str) -> Optional[Image.Image]:
if side not in ("home", "away"):
return None
try:
logo_path = game.get(f"{side}_logo_path")
if logo_path is not None and not isinstance(logo_path, Path):
logo_path = Path(logo_path)
return host._load_and_resize_logo(
game.get(f"{side}_id"), game.get(f"{side}_abbr"),
logo_path, game.get(f"{side}_logo_url"))
except Exception as e:
host.logger.warning("Skin logo load failed for %s: %s", side, e)
return None
def draw_text_outlined(text, position, font, fill=(255, 255, 255),
outline_color=(0, 0, 0)):
host._draw_text_with_outline(draw, text, position, font,
fill=fill, outline_color=outline_color)
return SkinContext(
canvas=canvas,
draw=draw,
layout=layout,
width=width,
height=height,
fonts=dict(host.fonts),
options=dict(getattr(host, "skin_options", {}) or {}),
logger=host.logger,
sport=getattr(host, "sport", None),
load_logo=load_logo,
draw_text_outlined=draw_text_outlined,
)
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"""Tests for the skin system: discovery, version gating, fallback
semantics, module isolation, and the view-model contract."""
import json
import logging
import sys
from pathlib import Path
from unittest.mock import MagicMock
import pytest
from PIL import Image, ImageFont
# src.base_classes.sports transitively imports the hardware matrix driver;
# stub it so the fallback-semantics tests can import SportsCore off-device.
sys.modules.setdefault("rgbmatrix", MagicMock())
from src.skin_system import skin_runtime
from src.skin_system.skin_base import (
SKIN_API_VERSION,
ScoreboardSkin,
SkinContext,
)
PROJECT_ROOT = Path(__file__).resolve().parents[1]
FIXTURES_DIR = PROJECT_ROOT / "src" / "skin_system" / "fixtures"
# The v1.0 guaranteed view-model keys (docs/CREATING_SKINS.md). Renaming
# or removing any of these is a breaking change to every published skin:
# it requires a VIEW_MODEL_VERSION major bump and a compat shim.
GUARANTEED_KEYS = [
"id", "game_time", "game_date", "start_time_utc", "status_text",
"is_live", "is_final", "is_upcoming", "is_halftime",
"home_abbr", "home_id", "home_score", "home_logo_path", "home_record",
"away_abbr", "away_id", "away_score", "away_logo_path", "away_record",
]
def write_skin(skins_dir: Path, skin_id: str, *, api_version: str = SKIN_API_VERSION,
body: str = None, extra_files: dict = None,
class_name: str = "TestSkin") -> Path:
skin_dir = skins_dir / skin_id
skin_dir.mkdir(parents=True)
manifest = {
"id": skin_id, "name": skin_id, "version": "1.0.0",
"skin_api_version": api_version, "class_name": class_name,
"targets": {"sports": ["baseball"]},
}
(skin_dir / "skin.json").write_text(json.dumps(manifest))
if body is None:
body = (
"from src.skin_system.skin_base import ScoreboardSkin\n"
f"class {class_name}(ScoreboardSkin):\n"
" def render_live(self, ctx, game):\n"
" ctx.draw.rectangle([0, 0, 4, 4], fill=(255, 0, 0))\n"
" return True\n"
)
(skin_dir / "skin.py").write_text(body)
for name, content in (extra_files or {}).items():
(skin_dir / name).write_text(content)
return skin_dir
class TestDiscovery:
def test_discovers_valid_skin(self, tmp_path):
write_skin(tmp_path, "my-skin")
skins = skin_runtime.discover_skins(tmp_path, force_refresh=True)
assert "my-skin" in skins
assert skins["my-skin"]["_skin_dir"].endswith("my-skin")
def test_skips_manifest_missing_required_fields(self, tmp_path):
skin_dir = tmp_path / "broken"
skin_dir.mkdir()
(skin_dir / "skin.json").write_text(json.dumps({"id": "broken"}))
assert skin_runtime.discover_skins(tmp_path, force_refresh=True) == {}
def test_skips_unreadable_manifest_and_non_skin_dirs(self, tmp_path):
(tmp_path / "not-a-skin").mkdir()
bad = tmp_path / "bad-json"
bad.mkdir()
(bad / "skin.json").write_text("{nope")
write_skin(tmp_path, "good-skin")
skins = skin_runtime.discover_skins(tmp_path, force_refresh=True)
assert list(skins) == ["good-skin"]
def test_missing_directory_is_empty(self, tmp_path):
assert skin_runtime.discover_skins(tmp_path / "nope") == {}
def test_example_skin_in_repo_is_discoverable(self):
skins = skin_runtime.discover_skins(force_refresh=True)
assert "example-classic-baseball" in skins
class TestLoadSkin:
def test_loads_and_instantiates(self, tmp_path):
write_skin(tmp_path, "my-skin")
skin = skin_runtime.load_skin("my-skin", sport="baseball",
skins_dir=tmp_path)
assert isinstance(skin, ScoreboardSkin)
def test_unknown_skin_returns_none(self, tmp_path):
assert skin_runtime.load_skin("ghost", skins_dir=tmp_path) is None
def test_api_major_mismatch_is_refused(self, tmp_path):
write_skin(tmp_path, "old-skin", api_version="99.0.0")
assert skin_runtime.load_skin("old-skin", skins_dir=tmp_path) is None
def test_target_mismatch_still_loads(self, tmp_path):
write_skin(tmp_path, "my-skin") # targets baseball
skin = skin_runtime.load_skin("my-skin", sport="hockey",
skins_dir=tmp_path)
assert skin is not None # soft warning, not a hard block
def test_import_error_returns_none(self, tmp_path):
write_skin(tmp_path, "crashy", body="raise RuntimeError('boom')\n")
assert skin_runtime.load_skin("crashy", skins_dir=tmp_path) is None
def test_wrong_class_returns_none(self, tmp_path):
write_skin(tmp_path, "classless", body="x = 1\n")
assert skin_runtime.load_skin("classless", skins_dir=tmp_path) is None
def test_options_are_passed_through(self, tmp_path):
write_skin(tmp_path, "my-skin")
skin = skin_runtime.load_skin("my-skin", skins_dir=tmp_path,
options={"accent": [1, 2, 3]})
assert skin.options == {"accent": [1, 2, 3]}
def test_sibling_modules_are_isolated_between_skins(self, tmp_path):
helper = "VALUE = {!r}\n"
body = (
"import helpers\n"
"from src.skin_system.skin_base import ScoreboardSkin\n"
"class TestSkin(ScoreboardSkin):\n"
" def render_live(self, ctx, game):\n"
" ctx.logger.info(helpers.VALUE)\n"
" self.helper_value = helpers.VALUE\n"
" return False\n"
)
write_skin(tmp_path, "skin-a", body=body,
extra_files={"helpers.py": helper.format("A")})
write_skin(tmp_path, "skin-b", body=body,
extra_files={"helpers.py": helper.format("B")})
skin_a = skin_runtime.load_skin("skin-a", skins_dir=tmp_path)
skin_b = skin_runtime.load_skin("skin-b", skins_dir=tmp_path)
ctx = _make_context()
skin_a.render_live(ctx, {})
skin_b.render_live(ctx, {})
assert skin_a.helper_value == "A"
assert skin_b.helper_value == "B"
def test_same_skin_loads_repeatedly_with_siblings(self, tmp_path):
"""The live/recent/upcoming hosts each load the same skin — the
2nd and 3rd loads must still resolve sibling modules (regression:
cached siblings used to be skipped without rebinding)."""
body = (
"import reload_helpers\n"
"from src.skin_system.skin_base import ScoreboardSkin\n"
"class TestSkin(ScoreboardSkin):\n"
" def render_live(self, ctx, game):\n"
" self.helper_value = reload_helpers.VALUE\n"
" return False\n"
)
write_skin(tmp_path, "reload-skin", body=body,
extra_files={"reload_helpers.py": "VALUE = 'R'\n"})
ctx = _make_context()
for _ in range(3):
skin = skin_runtime.load_skin("reload-skin", skins_dir=tmp_path)
assert skin is not None
skin.render_live(ctx, {})
assert skin.helper_value == "R"
def _make_host(fonts=None):
host = MagicMock()
host.sport = "baseball"
host.sport_key = "mlb"
host.skin_options = {"accent": True}
host.fonts = fonts or {"time": ImageFont.load_default()}
host.logger = logging.getLogger("test_skin_system")
host.display_manager.width = 128
host.display_manager.height = 32
return host
def _make_context(width=128, height=32):
host = _make_host()
return skin_runtime.build_context(host, {}, size=(width, height))
class TestBuildContext:
def test_context_shape(self):
host = _make_host()
game = {"home_abbr": "LAD", "away_abbr": "SF"}
ctx = skin_runtime.build_context(host, game)
assert (ctx.width, ctx.height) == (128, 32)
assert ctx.canvas.size == (128, 32)
assert ctx.sport == "baseball"
assert ctx.options == {"accent": True}
assert ctx.layout.bounds.w == 128
def test_explicit_size_overrides_display(self):
ctx = skin_runtime.build_context(_make_host(), {}, size=(64, 64))
assert ctx.canvas.size == (64, 64)
def test_load_logo_binds_game_and_survives_failure(self):
host = _make_host()
host._load_and_resize_logo.side_effect = RuntimeError("disk gone")
ctx = skin_runtime.build_context(
host, {"home_id": "1", "home_abbr": "LAD",
"home_logo_path": "x.png", "home_logo_url": None})
assert ctx.load_logo("home") is None # exception swallowed
assert ctx.load_logo("elsewhere") is None # bad side rejected
def test_draw_helpers_draw_on_canvas(self):
ctx = _make_context()
ctx.draw_text("HI", 2, 2, font=ImageFont.load_default())
fit = ctx.layout.fit_text("42", ctx.layout.bounds)
ctx.draw_fit(fit, ctx.layout.bounds)
logo = Image.new("RGBA", (16, 16), (255, 0, 0, 255))
ctx.draw_image(logo, ctx.layout.bounds.left_col(20))
ctx.draw_image(None, ctx.layout.bounds) # None must no-op
assert ctx.canvas.convert("L").getbbox() is not None
class _FallbackProbe:
"""Bare-bones SportsCore stand-in that exercises the real _render_game."""
def __init__(self, skin):
from src.base_classes.sports import SportsCore
self._cls = SportsCore
self.SKIN_MODE = "live"
self.logger = logging.getLogger("test_skin_system")
self.sport = "baseball"
self.sport_key = "mlb"
self.skin_options = {}
self.fonts = {"time": ImageFont.load_default()}
self._skin = skin
self._skin_load_attempted = True
self._skin_failures = 0
self._skin_slow_renders = 0
self._skin_config = "test-skin"
self.display_manager = MagicMock()
self.display_manager.width = 128
self.display_manager.height = 32
self.display_manager.image = Image.new("RGB", (128, 32))
self.builtin_calls = 0
def _resolve_skin_id(self):
return "test-skin"
def _draw_scorebug_layout(self, game, force_clear=False):
self.builtin_calls += 1
def _render_game(self, game, force_clear=False):
from src.base_classes.sports import SportsCore
SportsCore._render_game(self, game, force_clear)
def _get_skin(self):
return self._skin
class TestRenderGameFallback:
def test_skin_handles_render(self):
class GoodSkin(ScoreboardSkin):
def render_live(self, ctx, game):
ctx.draw.rectangle([0, 0, 10, 10], fill=(0, 255, 0))
return True
probe = _FallbackProbe(GoodSkin({}, {}))
probe._render_game({"status_text": "Q1"})
assert probe.builtin_calls == 0
probe.display_manager.update_display.assert_called_once()
assert probe.display_manager.image.convert("L").getbbox() is not None
def test_skin_declining_falls_back(self):
probe = _FallbackProbe(ScoreboardSkin({}, {})) # all renders -> False
probe._render_game({"status_text": "Q1"})
assert probe.builtin_calls == 1
def test_no_skin_falls_back(self):
probe = _FallbackProbe(None)
probe._render_game({"status_text": "Q1"})
assert probe.builtin_calls == 1
def test_three_strikes_disables_skin(self):
class BrokenSkin(ScoreboardSkin):
calls = 0
def render_live(self, ctx, game):
BrokenSkin.calls += 1
raise ValueError("kaboom")
probe = _FallbackProbe(BrokenSkin({}, {}))
for i in range(5):
probe._render_game({"status_text": "Q1"})
# every render fell back to the built-in layout...
assert probe.builtin_calls == 5
# ...and the skin stopped being called after the 3rd failure
assert BrokenSkin.calls == 3
assert probe._skin_failures == 3
def test_skin_cannot_mutate_callers_game_dict(self):
class MutatingSkin(ScoreboardSkin):
def render_live(self, ctx, game):
game.clear()
game["hacked"] = True
return True
probe = _FallbackProbe(MutatingSkin({}, {}))
game = {"status_text": "Q1", "home_score": "3"}
probe._render_game(game)
assert game == {"status_text": "Q1", "home_score": "3"}
class TestSkinModeResolution:
def _core(self, skin_config, mode="live"):
from src.base_classes.sports import SportsCore
probe = _FallbackProbe(None)
probe.SKIN_MODE = mode
probe._skin_config = skin_config
return SportsCore._resolve_skin_id(probe)
def test_plain_id_applies_to_all_modes(self):
assert self._core("retro", "live") == "retro"
assert self._core("retro", "recent") == "retro"
def test_per_mode_mapping(self):
cfg = {"live": "retro", "recent": "built-in"}
assert self._core(cfg, "live") == "retro"
assert self._core(cfg, "recent") is None
assert self._core(cfg, "upcoming") is None
def test_builtin_and_empty_mean_none(self):
assert self._core("built-in") is None
assert self._core("") is None
assert self._core(None) is None
class TestViewModelContract:
@pytest.mark.parametrize("sport", ["baseball", "basketball", "football", "hockey"])
@pytest.mark.parametrize("mode", ["live", "recent", "upcoming"])
def test_fixtures_carry_all_guaranteed_keys(self, sport, mode):
with open(FIXTURES_DIR / f"{sport}_{mode}.json") as f:
game = json.load(f)
missing = [k for k in GUARANTEED_KEYS if k not in game]
assert not missing, f"{sport}_{mode} fixture missing {missing}"
def test_extractor_produces_guaranteed_keys(self):
"""The real extractor's output must be a superset of the documented
contract — this is the test that catches accidental renames."""
import pytz
from src.base_classes.sports import SportsCore
event = {
"id": "401570001",
"date": "2026-07-16T23:05:00Z",
"competitions": [{
"status": {"type": {"name": "STATUS_IN_PROGRESS", "state": "in",
"shortDetail": "Bot 7th"}},
"competitors": [
{"homeAway": "home", "id": "19",
"team": {"abbreviation": "LAD"}, "score": "5",
"records": [{"summary": "58-33"}]},
{"homeAway": "away", "id": "26",
"team": {"abbreviation": "SF"}, "score": "3",
"records": [{"summary": "49-42"}]},
],
}],
}
probe = MagicMock()
probe.logger = logging.getLogger("test_skin_system")
probe.favorite_teams = []
probe.config = {}
probe.logo_dir = Path("assets/logos")
probe._get_timezone.return_value = pytz.utc
probe.display_manager.format_date_with_ordinal.return_value = "Jul 16th"
details, _, _, _, _ = SportsCore._extract_game_details_common(probe, event)
assert details is not None
missing = [k for k in GUARANTEED_KEYS if k not in details]
assert not missing, (
f"_extract_game_details_common no longer emits {missing}. "
"These keys are part of the frozen skin view-model contract "
"(VIEW_MODEL_VERSION) — renaming or removing them breaks every "
"published skin. Add a compat shim or bump the major version.")
class TestPluginMatching:
def test_matches_by_sport_token_and_sport_key(self, tmp_path):
write_skin(tmp_path, "bb-skin") # targets sports=["baseball"]
skins = skin_runtime.discover_skins(tmp_path, force_refresh=True)
assert "bb-skin" in skin_runtime.skins_for_plugin("baseball-scoreboard", skins)
assert "bb-skin" not in skin_runtime.skins_for_plugin("football-scoreboard", skins)
def test_matches_by_explicit_plugin_list(self, tmp_path):
skin_dir = write_skin(tmp_path, "exact-skin")
manifest = json.loads((skin_dir / "skin.json").read_text())
manifest["targets"] = {"plugins": ["my-custom-plugin"]}
(skin_dir / "skin.json").write_text(json.dumps(manifest))
skins = skin_runtime.discover_skins(tmp_path, force_refresh=True)
assert "exact-skin" in skin_runtime.skins_for_plugin("my-custom-plugin", skins)
assert "exact-skin" not in skin_runtime.skins_for_plugin("baseball-scoreboard", skins)
class TestSchemaInjection:
def _manager(self):
from src.plugin_system.schema_manager import SchemaManager
return SchemaManager()
def test_injects_enum_with_installed_and_configured_skins(self):
sm = self._manager()
schema = {"type": "object", "properties": {}}
out = sm.inject_skin_selector(schema, "baseball-scoreboard",
current_value="gone-skin")
enum = out["properties"]["skin"]["enum"]
assert enum[0] == "built-in"
assert "example-classic-baseball" in enum
# an uninstalled-but-configured skin must stay selectable so the
# saved config never becomes invalid in the UI
assert "gone-skin" in enum
assert "skin" not in schema["properties"] # source schema untouched
def test_no_matching_skins_leaves_schema_alone(self):
sm = self._manager()
schema = {"type": "object", "properties": {}}
out = sm.inject_skin_selector(schema, "totally-unrelated-plugin")
assert "skin" not in out.get("properties", {})
def test_validation_accepts_skin_keys_without_enum(self):
sm = self._manager()
schema = {"type": "object", "properties": {"foo": {"type": "string"}}}
ok, errors = sm.validate_config_against_schema(
{"skin": "any-id-even-uninstalled", "skin_options": {"x": 1}},
schema, "baseball-scoreboard")
assert ok, errors
ok, errors = sm.validate_config_against_schema(
{"skin": {"live": "a", "recent": "built-in"}}, schema, "p")
assert ok, errors
class TestExampleSkin:
@pytest.mark.parametrize("mode", ["live", "recent", "upcoming"])
@pytest.mark.parametrize("size", [(128, 32), (64, 32), (128, 64)])
def test_renders_all_modes_and_sizes(self, mode, size):
skin = skin_runtime.load_skin("example-classic-baseball", sport="baseball")
assert skin is not None
host = _make_host()
host._load_and_resize_logo.return_value = Image.new("RGBA", (32, 32), (200, 0, 0, 255))
with open(FIXTURES_DIR / f"baseball_{mode}.json") as f:
game = json.load(f)
ctx = skin_runtime.build_context(host, game, size=size)
assert getattr(skin, f"render_{mode}")(ctx, game) is True
assert ctx.canvas.convert("L").getbbox() is not None
+49
View File
@@ -5393,6 +5393,18 @@ def get_plugin_schema():
schema = schema_mgr.load_schema(plugin_id, use_cache=True) schema = schema_mgr.load_schema(plugin_id, use_cache=True)
if schema: if schema:
# Offer installed visual skins as a dropdown (returns a copy;
# the cached schema and validation are never enum-restricted)
try:
current_skin = None
if api_v3.config_manager:
config = api_v3.config_manager.load_config()
current_skin = config.get(plugin_id, {}).get('skin')
injected = schema_mgr.inject_skin_selector(schema, plugin_id, current_skin)
if isinstance(injected, dict):
schema = injected
except Exception:
logger.debug('Skin selector injection failed for %s', plugin_id, exc_info=True)
return jsonify({'status': 'success', 'data': {'schema': schema}}) return jsonify({'status': 'success', 'data': {'schema': schema}})
# Return a simple default schema if file not found # Return a simple default schema if file not found
@@ -5421,6 +5433,43 @@ def get_plugin_schema():
logger.error('Error in get_plugin_schema', exc_info=True) logger.error('Error in get_plugin_schema', exc_info=True)
return jsonify({'status': 'error', 'message': 'An error occurred; see logs for details'}), 500 return jsonify({'status': 'error', 'message': 'An error occurred; see logs for details'}), 500
@api_v3.route('/skins', methods=['GET'])
def list_skins():
"""List installed visual skins (docs/SKIN_SYSTEM.md).
Optional ?plugin_id=... filters to skins matching that plugin.
"""
try:
from src.skin_system import skin_runtime
plugin_id = request.args.get('plugin_id')
if plugin_id:
skins = skin_runtime.skins_for_plugin(plugin_id)
else:
# The discovery cache self-invalidates on directory/manifest
# mtime changes, so no force_refresh — keeps Pi disk I/O down.
skins = skin_runtime.discover_skins()
payload = []
for skin_id, manifest in sorted(skins.items()):
skin_dir = Path(manifest['_skin_dir'])
preview = manifest.get('preview')
payload.append({
'id': skin_id,
'name': manifest.get('name', skin_id),
'version': manifest.get('version'),
'author': manifest.get('author'),
'description': manifest.get('description', ''),
'skin_api_version': manifest.get('skin_api_version'),
'targets': manifest.get('targets', {}),
'modes': manifest.get('modes', []),
'has_preview': bool(preview and (skin_dir / preview).is_file()),
})
return jsonify({'status': 'success', 'data': {'skins': payload}})
except Exception:
logger.error('Error in list_skins', exc_info=True)
return jsonify({'status': 'error', 'message': 'An error occurred; see logs for details'}), 500
@api_v3.route('/plugins/config/reset', methods=['POST']) @api_v3.route('/plugins/config/reset', methods=['POST'])
def reset_plugin_config(): def reset_plugin_config():
"""Reset plugin configuration to schema defaults""" """Reset plugin configuration to schema defaults"""