audio selection works
This commit is contained in:
+535
-133
@@ -2,6 +2,8 @@ package page
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import (
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"fmt"
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"math"
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"strings"
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"github.com/go-gl/gl/v3.3-core/gl"
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"github.com/go-gl/mathgl/mgl32"
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@@ -14,31 +16,99 @@ import (
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"rhemawavetech.com/rhemawave/internal/shaderManager"
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)
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var AudioFileList = []db.AudioFile{
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{ID: 1, Name: "174 Hz", Path: "174Hz.wav", Selected: false},
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{ID: 2, Name: "396 Hz", Path: "396Hz.wav", Selected: false},
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{ID: 3, Name: "417 Hz", Path: "417Hz.wav", Selected: false},
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{ID: 4, Name: "432 Hz", Path: "432Hz.wav", Selected: false},
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{ID: 5, Name: "639 Hz", Path: "639Hz.wav", Selected: false},
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{ID: 6, Name: "741 Hz", Path: "741Hz.wav", Selected: false},
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{ID: 7, Name: "852 Hz", Path: "852Hz.wav", Selected: false},
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{ID: 8, Name: "963 Hz", Path: "963Hz.wav", Selected: false},
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{ID: 9, Name: "1111 Hz", Path: "1111Hz.wav", Selected: false},
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{ID: 10, Name: "14 Hz Binaural Beat", Path: "14Hz_Binaural.wav", Selected: false},
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{ID: 11, Name: "40 Hz Binaural Beat", Path: "40Hz_Binaural.wav", Selected: false},
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{ID: 12, Name: "Alpha Waves", Path: "AlphaWaves.wav", Selected: false},
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{ID: 13, Name: "Pineal Gland", Path: "PinealGland.wav", Selected: false},
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{ID: 14, Name: "Original Audio", Path: "OriginalAudio.wav", Selected: false},
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}
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const (
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triangleSize = float32(16)
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visibleCount = 9
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listShiftDown = int32(50)
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scrollbarWidth = int32(4)
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scrollbarGap = int32(16) // gap between right edge of list and scrollbar
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)
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type AudioOptions struct {
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Base
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font *fontManager.FontEntry
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textShader *shaderManager.Shader
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solidShader *shaderManager.Shader
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title StringItem
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prompt StringItem
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font *fontManager.FontEntry
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textShader *shaderManager.Shader
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solidShader *shaderManager.Shader
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title StringItem
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prompt StringItem
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verticalMargin int32
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ItemScale float32
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CfgPtr *db.AppConfig
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// Audio toggle
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AudioStatusToggle StringItem
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volumePercent StringItem
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verticalMargin int32
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ItemScale float32
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CfgPtr *db.AppConfig
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VolumeLabel StringItem
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// Volume bar geometry (computed once in layout, reused in render)
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volumeBarX int32
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volumeBarY int32
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volumeBarW int32
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volumeBarH int32
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// Volume row (excluded from focus)
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VolumeLabel StringItem
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volumePercent StringItem
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volumeBarX int32
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volumeBarY int32
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volumeBarW int32
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volumeBarH int32
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// Separator + track section
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separatorY int32
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tracksHeading StringItem
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trackItems []StringItem
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// Selected track (-1 = none)
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selectedTrack int
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// Navigation
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// focusedIndex: 0 = AudioStatusToggle, 1..N = trackItems[focusedIndex-1]
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// Volume is intentionally excluded from focus.
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focusedIndex int
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// Scrolling window
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windowStart int
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listTopY int32
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listLeftX int32
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itemHeight int32
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trackSpacing int32
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// Scrollbar geometry (computed once in layout, thumb Y updated on scroll)
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scrollbarX int32
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scrollbarTrackY int32 // bottom of the scrollbar track
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scrollbarTrackH int32 // total height of the track
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scrollbarThumbH int32 // height of the thumb
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scrollbarThumbY int32 // current bottom Y of the thumb (updated on scroll)
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// Triangle cursor
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triVAO uint32
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triVBO uint32
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triX float32
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triCenterY float32
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spinElapsed float32
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}
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// ── Init ──────────────────────────────────────────────────────────────────────
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func (p *AudioOptions) Init(ctx *PageCtx) error {
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var err error
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p.verticalMargin = int32(20)
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p.focusedIndex = 0
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p.selectedTrack = -1
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p.windowStart = 0
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p.trackSpacing = p.verticalMargin / 2
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// Get font
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// Font
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fm := fontManager.Get()
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font, ok := fm.GetFont("Roboto-Regular")
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if !ok {
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@@ -46,7 +116,7 @@ func (p *AudioOptions) Init(ctx *PageCtx) error {
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}
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p.font = font
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// Get shaders
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// Shaders
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sm := shaderManager.Get()
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p.textShader, ok = sm.Get("text")
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if !ok {
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@@ -57,79 +127,180 @@ func (p *AudioOptions) Init(ctx *PageCtx) error {
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return fmt.Errorf("failed to get solid_color shader: %w", sdl.GetError())
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}
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// Initialize base
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if err := p.Base.Init(ctx); err != nil {
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if err = p.Base.Init(ctx); err != nil {
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return fmt.Errorf("base init failed: %w", err)
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}
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// Get font size from database
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baseFontSize := p.Context.CfgPtr.StandardFontSize
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// Calculate scales
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titleScale := float32(64) / float32(baseFontSize)
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p.ItemScale = float32(32) / float32(baseFontSize)
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// Create title
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p.title, err = NewStringItem("Toggle Audio", p.font, colors.White)
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// Title
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p.title, err = NewStringItem("Audio Options", p.font, colors.White)
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if err != nil {
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return fmt.Errorf("creating title: %w", err)
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}
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p.title.Scale(titleScale)
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// Create prompt
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p.prompt, err = NewStringItem("Switch On/Off with Enter. Change volume with Left/Right (arrow keys). Setting saves immediately.", p.font, colors.White)
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// Prompt
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p.prompt, err = NewStringItem("Up/Down to navigate -- Enter to select -- Left/Right to change volume -- Backspace to go back", p.font, colors.White)
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if err != nil {
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return fmt.Errorf("creating prompt: %w", err)
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}
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p.prompt.Scale(p.ItemScale)
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if err = p.CreateAudioStatusItem(); err != nil {
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logger.Error("failed to create AudioStatusItem in AudioOptions.Init()")
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}
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if err = p.CreateVolumePercentItem(); err != nil {
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logger.Error("failed to create VolumePercentItem in AudioOptions.Init()")
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}
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// Volume row
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p.VolumeLabel, err = NewStringItem("Volume", p.font, colors.White)
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if err != nil {
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return fmt.Errorf("creating volume label: %w", err)
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}
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p.VolumeLabel.Scale(p.ItemScale)
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if err = p.CreateVolumePercentItem(); err != nil {
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logger.Error("failed to create VolumePercentItem in AudioOptions.Init()")
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}
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// Audio toggle
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if err = p.CreateAudioStatusItem(); err != nil {
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logger.Error("failed to create AudioStatusItem in AudioOptions.Init()")
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}
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// "Available Tracks" heading
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headingScale := float32(40) / float32(baseFontSize)
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p.tracksHeading, err = NewStringItem("Available Tracks", p.font, colors.White)
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if err != nil {
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return fmt.Errorf("creating tracks heading: %w", err)
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}
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p.tracksHeading.Scale(headingScale)
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// Track items
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if err = p.buildTrackItems(); err != nil {
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return fmt.Errorf("building track items: %w", err)
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}
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// Triangle cursor VAO/VBO — stride is vec2 only, no tex coords
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triVerts := []float32{
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0.5, 0.0,
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-0.5, 0.5,
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-0.5, -0.5,
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}
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gl.GenVertexArrays(1, &p.triVAO)
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gl.GenBuffers(1, &p.triVBO)
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gl.BindVertexArray(p.triVAO)
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gl.BindBuffer(gl.ARRAY_BUFFER, p.triVBO)
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gl.BufferData(gl.ARRAY_BUFFER, len(triVerts)*4, gl.Ptr(triVerts), gl.STATIC_DRAW)
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gl.EnableVertexAttribArray(0)
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gl.VertexAttribPointerWithOffset(0, 2, gl.FLOAT, false, 2*4, 0)
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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gl.BindVertexArray(0)
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p.layout()
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return nil
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}
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func (p *AudioOptions) CreateAudioStatusItem() error {
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on := p.Context.CfgPtr.AudioEnabled
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statusString := "Turn Audio Off" // The audio is ON
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color := colors.Green
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if !on {
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statusString = "Turn Audio on"
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color = colors.Red
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// ── Track items ───────────────────────────────────────────────────────────────
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func (p *AudioOptions) buildTrackItems() error {
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var audioFileList = []db.AudioFile{}
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if err := p.Context.DbPtr.Find(&audioFileList).Error; err != nil {
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return err
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}
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audioStatusStringItem, err := NewStringItem(statusString, p.font, color)
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if err != nil {
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return fmt.Errorf("failed to create '%s' string item: %v", statusString, err)
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if len(audioFileList) == 0 {
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audioFileList = AudioFileList
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}
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for i := range p.trackItems {
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if p.trackItems[i].ID != 0 {
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gl.DeleteTextures(1, &p.trackItems[i].ID)
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}
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}
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p.trackItems = make([]StringItem, len(AudioFileList))
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for i, entry := range AudioFileList {
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color := colors.White
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if i == p.selectedTrack {
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color = colors.Green
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}
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item, err := NewStringItem(entry.Name, p.font, color)
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if err != nil {
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return fmt.Errorf("creating track item %d: %w", i, err)
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}
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item.Scale(p.ItemScale)
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p.trackItems[i] = item
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}
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fmt.Printf("AudioStatusToggle (%d)", audioStatusStringItem.ID)
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audioStatusStringItem.Scale(p.ItemScale)
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p.AudioStatusToggle = audioStatusStringItem
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return nil
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}
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// CreateVolumePercentItem creates (or recreates) the percentage label beside the volume bar.
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// positionTrackItems places the visible window of items and parks the rest off-screen.
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func (p *AudioOptions) positionTrackItems() {
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peekCount := visibleCount + 1
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for i := range p.trackItems {
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slot := i - p.windowStart
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if slot < 0 || slot >= peekCount {
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p.trackItems[i].X = p.listLeftX
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p.trackItems[i].Y = -9999
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continue
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}
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itemY := p.listTopY - int32(slot)*(p.itemHeight+p.trackSpacing)
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p.trackItems[i].X = p.listLeftX
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p.trackItems[i].Y = itemY
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}
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}
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// ── Scrollbar ─────────────────────────────────────────────────────────────────
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// updateScrollbarThumb recalculates the thumb Y position based on windowStart.
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// Called whenever windowStart changes.
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func (p *AudioOptions) updateScrollbarThumb() {
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total := len(AudioFileList)
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if total <= visibleCount {
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// Entire list fits — thumb fills the track, nothing to scroll
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p.scrollbarThumbY = p.scrollbarTrackY
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return
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}
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// How far through the scrollable range are we?
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// maxWindowStart is the furthest windowStart can go
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maxWindowStart := total - visibleCount
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fraction := float32(p.windowStart) / float32(maxWindowStart)
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// Thumb travels from the top of the track down to (trackTop - thumbH)
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// "top" in our Y-up projection means the larger Y value
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trackTop := p.scrollbarTrackY + p.scrollbarTrackH
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travelRange := p.scrollbarTrackH - p.scrollbarThumbH
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p.scrollbarThumbY = trackTop - p.scrollbarThumbH - int32(fraction*float32(travelRange))
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}
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// ── Audio status toggle ───────────────────────────────────────────────────────
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func (p *AudioOptions) CreateAudioStatusItem() error {
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on := p.Context.CfgPtr.AudioEnabled
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statusString := "Turn Audio On"
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color := colors.Green
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if on {
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statusString = "Turn Audio Off"
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color = colors.Red
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}
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item, err := NewStringItem(statusString, p.font, color)
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if err != nil {
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return fmt.Errorf("failed to create '%s' string item: %v", statusString, err)
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}
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item.Scale(p.ItemScale)
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p.AudioStatusToggle = item
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return nil
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}
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// ── Volume ────────────────────────────────────────────────────────────────────
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func (p *AudioOptions) CreateVolumePercentItem() error {
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// Free the old texture if one exists
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if p.volumePercent.ID != 0 {
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gl.DeleteTextures(1, &p.volumePercent.ID)
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}
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pct := int(p.Context.CfgPtr.SavedVolume * 100)
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label := fmt.Sprintf("%d%%", pct)
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item, err := NewStringItem(label, p.font, colors.White)
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item, err := NewStringItem(fmt.Sprintf("%d%%", pct), p.font, colors.White)
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if err != nil {
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return fmt.Errorf("failed to create volume percent item: %v", err)
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}
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@@ -138,88 +309,189 @@ func (p *AudioOptions) CreateVolumePercentItem() error {
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return nil
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}
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func (p *AudioOptions) UpdateVolume(level int) {
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newVol := mixer.ConvertVolume(level) + p.Context.CfgPtr.SavedVolume
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if newVol < 0.0 || newVol > 1.0 {
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return
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}
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if newVol > .99 {
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newVol = 1.0
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}
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p.Context.CfgPtr.SavedVolume = newVol
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p.Context.DbPtr.Save(&p.Context.CfgPtr)
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if err := mixer.SetAllSinkVolumes(newVol); err != nil {
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logger.Error("Error setting allSinkVolumes: %v", err)
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}
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if err := p.CreateVolumePercentItem(); err != nil {
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logger.Error("failed to refresh volume percent item: %v", err)
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}
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gap := int32(12)
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p.volumePercent.X = p.volumeBarX + p.volumeBarW + gap
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p.volumePercent.Y = p.volumeBarY + (p.volumeBarH-p.volumePercent.H)/2
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}
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// ── Layout ────────────────────────────────────────────────────────────────────
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func (p *AudioOptions) layout() {
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// Position title at the top
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// Title
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p.title.X = p.ScreenCenterX - p.title.W/2
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p.title.Y = p.ScreenHeight - p.title.H - p.verticalMargin*2
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// Position prompt below the title
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// Prompt
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p.prompt.X = p.ScreenCenterX - p.prompt.W/2
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p.prompt.Y = p.title.Y - p.verticalMargin*2 - p.prompt.H
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p.prompt.Y = p.title.Y - p.verticalMargin - p.prompt.H
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// Position the audio toggle below the prompt, centred
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p.AudioStatusToggle.X = p.ScreenCenterX - p.AudioStatusToggle.W/2
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p.AudioStatusToggle.Y = p.prompt.Y - p.verticalMargin*2 - p.AudioStatusToggle.H
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// Volume bar: narrower (30% of screen width) so the right edge stays visible
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barH := p.AudioStatusToggle.H
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// Volume row (not focusable)
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barH := int32(float32(p.Context.CfgPtr.StandardFontSize) * p.ItemScale)
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barW := int32(float32(p.ScreenWidth) * 0.30)
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barX := p.ScreenCenterX - barW/2
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barY := p.AudioStatusToggle.Y - p.verticalMargin*2 - barH
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barY := p.prompt.Y - p.verticalMargin*2 - barH
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p.volumeBarX = barX
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p.volumeBarY = barY
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p.volumeBarW = barW
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p.volumeBarH = barH
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// "Volume" label: to the LEFT of the bar, vertically centred on it
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p.VolumeLabel.X = barX - p.VolumeLabel.W - 20
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p.VolumeLabel.Y = barY + (barH-p.VolumeLabel.H)/2
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// Percentage label: vertically centred on the bar, small gap to the right
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gap := int32(12)
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p.volumePercent.X = barX + barW + gap
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p.volumePercent.Y = barY + (barH-p.volumePercent.H)/2
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// "Available Tracks" heading — centred, left edge becomes the list anchor
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p.tracksHeading.X = p.ScreenCenterX - p.tracksHeading.W/2
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// Toggle — left-aligned to the heading
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p.AudioStatusToggle.X = p.tracksHeading.X
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p.AudioStatusToggle.Y = barY - p.verticalMargin*2 - p.AudioStatusToggle.H
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// Separator
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p.separatorY = p.AudioStatusToggle.Y - p.verticalMargin*3
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// Heading Y — below separator
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p.tracksHeading.Y = p.separatorY - p.verticalMargin - p.tracksHeading.H
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// Track list geometry — shifted down by listShiftDown
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if len(p.trackItems) > 0 {
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p.itemHeight = p.trackItems[0].H
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}
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p.listLeftX = p.tracksHeading.X
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p.listTopY = p.tracksHeading.Y - p.verticalMargin - listShiftDown
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// ── Scrollbar geometry ────────────────────────────────────────────────────
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// The scrollbar track spans the full visible window height.
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// It sits to the right of the list with a small gap.
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windowH := int32(visibleCount)*(p.itemHeight+p.trackSpacing) - p.trackSpacing
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scrollbarBottom := p.listTopY - windowH
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p.scrollbarTrackH = windowH
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p.scrollbarTrackY = scrollbarBottom // bottom Y of the track (Y-up coords)
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// Right edge of the list: use the widest track name as an approximation.
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// Since items are left-aligned and widths vary, we use a fixed width based
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// on the heading width which is a reasonable proxy for the list column width.
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listRightX := p.listLeftX + p.tracksHeading.W
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p.scrollbarX = listRightX + scrollbarGap
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// Thumb height is proportional: visibleCount / total items
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total := len(AudioFileList)
|
||||
if total > 0 {
|
||||
thumbFraction := float32(visibleCount) / float32(total)
|
||||
p.scrollbarThumbH = int32(thumbFraction * float32(p.scrollbarTrackH))
|
||||
if p.scrollbarThumbH < 8 {
|
||||
p.scrollbarThumbH = 8 // minimum thumb size so it's always clickable
|
||||
}
|
||||
}
|
||||
|
||||
// Triangle cursor X — just outside the left edge of the list
|
||||
cursorGap := int32(12)
|
||||
p.triX = float32(p.listLeftX) - float32(triangleSize) - float32(cursorGap)
|
||||
|
||||
p.positionTrackItems()
|
||||
p.updateScrollbarThumb()
|
||||
p.repositionCursor()
|
||||
}
|
||||
|
||||
// repositionCursor vertically centres the triangle on the focused item.
|
||||
func (p *AudioOptions) repositionCursor() {
|
||||
var targetY, targetH int32
|
||||
|
||||
if p.focusedIndex == 0 {
|
||||
targetY = p.AudioStatusToggle.Y
|
||||
targetH = p.AudioStatusToggle.H
|
||||
} else {
|
||||
trackIdx := p.focusedIndex - 1
|
||||
slot := trackIdx - p.windowStart
|
||||
targetY = p.listTopY - int32(slot)*(p.itemHeight+p.trackSpacing)
|
||||
targetH = p.itemHeight
|
||||
}
|
||||
|
||||
p.triCenterY = float32(targetY) + float32(targetH)/2
|
||||
}
|
||||
|
||||
// ── Scroll ────────────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AudioOptions) scrollToFocus() {
|
||||
if p.focusedIndex == 0 {
|
||||
p.windowStart = 0
|
||||
p.positionTrackItems()
|
||||
p.updateScrollbarThumb()
|
||||
p.repositionCursor()
|
||||
return
|
||||
}
|
||||
|
||||
trackIdx := p.focusedIndex - 1
|
||||
|
||||
if trackIdx >= p.windowStart+visibleCount {
|
||||
p.windowStart = trackIdx - visibleCount + 1
|
||||
}
|
||||
if trackIdx < p.windowStart {
|
||||
p.windowStart = trackIdx
|
||||
}
|
||||
|
||||
p.positionTrackItems()
|
||||
p.updateScrollbarThumb()
|
||||
p.repositionCursor()
|
||||
}
|
||||
|
||||
// ── Toggle ────────────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AudioOptions) ToggleAudio() {
|
||||
// Toggle current setting
|
||||
p.Context.CfgPtr.AudioEnabled = !p.Context.CfgPtr.AudioEnabled
|
||||
|
||||
// Update the database
|
||||
p.Context.DbPtr.Save(p.Context.CfgPtr)
|
||||
|
||||
// Update the configuration
|
||||
p.Context.RefreshConfig()
|
||||
|
||||
// Update AudioEnabled UI element
|
||||
p.CreateAudioStatusItem()
|
||||
p.layout()
|
||||
}
|
||||
|
||||
// UpdateVolume increments or decrements system volume by level (percent change)
|
||||
func (p *AudioOptions) UpdateVolume(level int) {
|
||||
// Calculate the new volume
|
||||
newVol := mixer.ConvertVolume(level) + p.Context.CfgPtr.SavedVolume
|
||||
// Check that it's within bounds
|
||||
if newVol < 0.0 || newVol > 1.0 {
|
||||
// ── Track selection ───────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AudioOptions) onTrackSelected(index int, entry db.AudioFile) {
|
||||
p.selectedTrack = index
|
||||
if err := p.buildTrackItems(); err != nil {
|
||||
logger.Error("onTrackSelected: failed to rebuild track items: %v", err)
|
||||
return
|
||||
}
|
||||
// Force 1.0 rather than 0.99999999999999989
|
||||
if newVol > .99 {
|
||||
newVol = 1.0
|
||||
}
|
||||
// Update the config
|
||||
p.Context.CfgPtr.SavedVolume = newVol
|
||||
fmt.Printf("New Volume: %f", newVol)
|
||||
// Update the database
|
||||
p.Context.DbPtr.Save(&p.Context.CfgPtr)
|
||||
// Set the new volume
|
||||
err := mixer.SetAllSinkVolumes(newVol)
|
||||
if err != nil {
|
||||
fmt.Printf("Error setting allSinkVolumes: %v", err)
|
||||
}
|
||||
p.layout()
|
||||
|
||||
// Refresh volume label
|
||||
if err := p.CreateVolumePercentItem(); err != nil {
|
||||
logger.Error("failed to refresh volume percent item: %v", err)
|
||||
// Create file names and paths
|
||||
// Set Selected
|
||||
entry.Selected = true
|
||||
// Set path
|
||||
if !strings.Contains(entry.Path, ".local/") {
|
||||
entry.Path = p.Context.CfgPtr.AssetsDir + "audio" + entry.Path
|
||||
}
|
||||
// Re-position the label (bar geometry is unchanged, but label width may differ)
|
||||
gap := int32(12)
|
||||
p.volumePercent.X = p.volumeBarX + p.volumeBarW + gap
|
||||
p.volumePercent.Y = p.volumeBarY + (p.volumeBarH-p.volumePercent.H)/2
|
||||
// Save it to the database
|
||||
if err := p.Context.DbPtr.Save(&entry).Error; err != nil {
|
||||
logger.Error("Error saving to database: %v", err)
|
||||
return
|
||||
}
|
||||
logger.Info("Updated audio selection: %s", entry.Name)
|
||||
}
|
||||
|
||||
// ── Events ────────────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AudioOptions) HandleEvent(event *sdl.Event) error {
|
||||
e, ok := (*event).(*sdl.KeyboardEvent)
|
||||
if !ok || e.Type != sdl.KEYDOWN {
|
||||
@@ -227,12 +499,32 @@ func (p *AudioOptions) HandleEvent(event *sdl.Event) error {
|
||||
}
|
||||
|
||||
switch e.Keysym.Sym {
|
||||
case sdl.K_UP:
|
||||
if p.focusedIndex > 0 {
|
||||
p.focusedIndex--
|
||||
p.scrollToFocus()
|
||||
}
|
||||
|
||||
case sdl.K_DOWN:
|
||||
if p.focusedIndex < len(AudioFileList) {
|
||||
p.focusedIndex++
|
||||
p.scrollToFocus()
|
||||
}
|
||||
|
||||
case sdl.K_RETURN:
|
||||
p.ToggleAudio()
|
||||
case sdl.K_RIGHT: // Right increase
|
||||
if p.focusedIndex == 0 {
|
||||
p.ToggleAudio()
|
||||
} else {
|
||||
trackIdx := p.focusedIndex - 1
|
||||
p.onTrackSelected(trackIdx, AudioFileList[trackIdx])
|
||||
}
|
||||
|
||||
case sdl.K_RIGHT:
|
||||
p.UpdateVolume(10)
|
||||
case sdl.K_LEFT: // Left decrease
|
||||
|
||||
case sdl.K_LEFT:
|
||||
p.UpdateVolume(-10)
|
||||
|
||||
case sdl.K_BACKSPACE:
|
||||
p.Context.NavigateTo(SETTINGS)
|
||||
}
|
||||
@@ -240,21 +532,44 @@ func (p *AudioOptions) HandleEvent(event *sdl.Event) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
// renderVolumeBar draws the green outline and the white filled portion.
|
||||
// ── Update ────────────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AudioOptions) Update(dt float32) error {
|
||||
p.spinElapsed += dt
|
||||
if p.spinElapsed >= 1.0 {
|
||||
p.spinElapsed -= 1.0
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// ── Render helpers ────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AudioOptions) renderSeparator() error {
|
||||
lineW := float32(p.ScreenWidth) * 0.80
|
||||
lineX := float32(p.ScreenCenterX) - lineW/2
|
||||
return p.RenderSolidColorQuad(
|
||||
p.solidShader,
|
||||
mgl32.Vec2{lineX, float32(p.separatorY)},
|
||||
mgl32.Vec2{lineW, 2},
|
||||
colors.White,
|
||||
)
|
||||
}
|
||||
|
||||
func (p *AudioOptions) renderVolumeBar() error {
|
||||
vol := p.Context.CfgPtr.SavedVolume
|
||||
|
||||
// --- White fill (clipped to current volume fraction) ---
|
||||
fillW := float32(p.volumeBarW) * float32(vol)
|
||||
if fillW > 0 {
|
||||
fillPos := mgl32.Vec2{float32(p.volumeBarX), float32(p.volumeBarY)}
|
||||
fillDim := mgl32.Vec2{fillW, float32(p.volumeBarH)}
|
||||
if err := p.RenderSolidColorQuad(p.solidShader, fillPos, fillDim, colors.White); err != nil {
|
||||
if err := p.RenderSolidColorQuad(
|
||||
p.solidShader,
|
||||
mgl32.Vec2{float32(p.volumeBarX), float32(p.volumeBarY)},
|
||||
mgl32.Vec2{fillW, float32(p.volumeBarH)},
|
||||
colors.White,
|
||||
); err != nil {
|
||||
return fmt.Errorf("rendering volume fill: %w", err)
|
||||
}
|
||||
}
|
||||
|
||||
// --- Green outline (4 x thin quads: top, bottom, left, right) ---
|
||||
thickness := float32(2)
|
||||
bx := float32(p.volumeBarX)
|
||||
by := float32(p.volumeBarY)
|
||||
@@ -262,63 +577,150 @@ func (p *AudioOptions) renderVolumeBar() error {
|
||||
bh := float32(p.volumeBarH)
|
||||
|
||||
outlineRects := [4][2]mgl32.Vec2{
|
||||
// bottom edge
|
||||
{{bx, by}, {bw, thickness}},
|
||||
// top edge
|
||||
{{bx, by + bh - thickness}, {bw, thickness}},
|
||||
// left edge
|
||||
{{bx, by}, {thickness, bh}},
|
||||
// right edge
|
||||
{{bx + bw - thickness}, {thickness, bh}},
|
||||
}
|
||||
|
||||
for _, r := range outlineRects {
|
||||
if err := p.RenderSolidColorQuad(p.solidShader, r[0], r[1], colors.Green); err != nil {
|
||||
return fmt.Errorf("rendering volume outline edge: %w", err)
|
||||
return fmt.Errorf("rendering volume outline: %w", err)
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// renderScrollbar draws the scrollbar track (dim) and thumb (white).
|
||||
// Only rendered when the list is longer than the visible window.
|
||||
func (p *AudioOptions) renderScrollbar() error {
|
||||
if len(AudioFileList) <= visibleCount {
|
||||
return nil
|
||||
}
|
||||
|
||||
// Track — a thin dim line the full height of the window
|
||||
trackColor := sdl.Color{R: 80, G: 80, B: 80, A: 255}
|
||||
if err := p.RenderSolidColorQuad(
|
||||
p.solidShader,
|
||||
mgl32.Vec2{float32(p.scrollbarX), float32(p.scrollbarTrackY)},
|
||||
mgl32.Vec2{float32(scrollbarWidth), float32(p.scrollbarTrackH)},
|
||||
trackColor,
|
||||
); err != nil {
|
||||
return fmt.Errorf("rendering scrollbar track: %w", err)
|
||||
}
|
||||
|
||||
// Thumb — white, positioned proportionally within the track
|
||||
if err := p.RenderSolidColorQuad(
|
||||
p.solidShader,
|
||||
mgl32.Vec2{float32(p.scrollbarX), float32(p.scrollbarThumbY)},
|
||||
mgl32.Vec2{float32(scrollbarWidth), float32(p.scrollbarThumbH)},
|
||||
colors.White,
|
||||
); err != nil {
|
||||
return fmt.Errorf("rendering scrollbar thumb: %w", err)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// renderCursor draws the spinning triangle cursor.
|
||||
func (p *AudioOptions) renderCursor() error {
|
||||
scaleY := float32(math.Cos(2 * math.Pi * float64(p.spinElapsed)))
|
||||
|
||||
model := mgl32.Ident4()
|
||||
model = model.Mul4(mgl32.Translate3D(p.triX+triangleSize/2, p.triCenterY, 0))
|
||||
model = model.Mul4(mgl32.Scale3D(triangleSize, triangleSize*scaleY, 1))
|
||||
mvp := p.Projection.Mul4(model)
|
||||
|
||||
gl.UseProgram(p.solidShader.ProgramID)
|
||||
gl.UniformMatrix4fv(p.solidShader.LocMVPMatrix, 1, false, &mvp[0])
|
||||
gl.Uniform4f(
|
||||
p.solidShader.LocColor,
|
||||
float32(colors.White.R)/255.0,
|
||||
float32(colors.White.G)/255.0,
|
||||
float32(colors.White.B)/255.0,
|
||||
float32(colors.White.A)/255.0,
|
||||
)
|
||||
|
||||
gl.BindVertexArray(p.triVAO)
|
||||
gl.DrawArrays(gl.TRIANGLES, 0, 3)
|
||||
gl.BindVertexArray(0)
|
||||
gl.UseProgram(0)
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// ── Render ────────────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AudioOptions) Render() error {
|
||||
if err := p.RenderTexture(p.textShader, p.title.ID, p.title.Position(), p.title.RawDimensions(), p.title.Color); err != nil {
|
||||
logger.Error("unable to render title texture: %v", err)
|
||||
return fmt.Errorf("unable to render title texture: %w", err)
|
||||
return fmt.Errorf("render title: %w", err)
|
||||
}
|
||||
|
||||
if err := p.RenderTexture(p.textShader, p.prompt.ID, p.prompt.Position(), p.prompt.RawDimensions(), p.prompt.Color); err != nil {
|
||||
logger.Error("unable to render prompt texture: %v", err)
|
||||
return fmt.Errorf("unable to render prompt texture: %w", err)
|
||||
}
|
||||
|
||||
if err := p.RenderTexture(p.textShader, p.AudioStatusToggle.ID, p.AudioStatusToggle.Position(), p.AudioStatusToggle.RawDimensions(), p.AudioStatusToggle.Color); err != nil {
|
||||
logger.Error("unable to render audioStatusToggle texture: %v", err)
|
||||
return fmt.Errorf("unable to render audioStatusToggle texture: %w", err)
|
||||
return fmt.Errorf("render prompt: %w", err)
|
||||
}
|
||||
|
||||
// Volume row
|
||||
if err := p.RenderTexture(p.textShader, p.VolumeLabel.ID, p.VolumeLabel.Position(), p.VolumeLabel.RawDimensions(), p.VolumeLabel.Color); err != nil {
|
||||
logger.Error("unable to render volume label texture: %v", err)
|
||||
return fmt.Errorf("unable to render volume label texture: %w", err)
|
||||
return fmt.Errorf("render volume label: %w", err)
|
||||
}
|
||||
|
||||
if err := p.renderVolumeBar(); err != nil {
|
||||
logger.Error("unable to render volume bar: %v", err)
|
||||
return fmt.Errorf("unable to render volume bar: %w", err)
|
||||
return fmt.Errorf("render volume bar: %w", err)
|
||||
}
|
||||
if err := p.RenderTexture(p.textShader, p.volumePercent.ID, p.volumePercent.Position(), p.volumePercent.RawDimensions(), p.volumePercent.Color); err != nil {
|
||||
return fmt.Errorf("render volume percent: %w", err)
|
||||
}
|
||||
|
||||
if err := p.RenderTexture(p.textShader, p.volumePercent.ID, p.volumePercent.Position(), p.volumePercent.RawDimensions(), p.volumePercent.Color); err != nil {
|
||||
logger.Error("unable to render volume percent texture: %v", err)
|
||||
return fmt.Errorf("unable to render volume percent texture: %w", err)
|
||||
// Toggle
|
||||
if err := p.RenderTexture(p.textShader, p.AudioStatusToggle.ID, p.AudioStatusToggle.Position(), p.AudioStatusToggle.RawDimensions(), p.AudioStatusToggle.Color); err != nil {
|
||||
return fmt.Errorf("render audio toggle: %w", err)
|
||||
}
|
||||
|
||||
// Separator
|
||||
if err := p.renderSeparator(); err != nil {
|
||||
return fmt.Errorf("render separator: %w", err)
|
||||
}
|
||||
|
||||
// "Available Tracks" heading — fixed, never moves
|
||||
if err := p.RenderTexture(p.textShader, p.tracksHeading.ID, p.tracksHeading.Position(), p.tracksHeading.RawDimensions(), p.tracksHeading.Color); err != nil {
|
||||
return fmt.Errorf("render tracks heading: %w", err)
|
||||
}
|
||||
|
||||
// Track list
|
||||
for i := range p.trackItems {
|
||||
item := &p.trackItems[i]
|
||||
if item.Y < 0 {
|
||||
continue
|
||||
}
|
||||
if err := p.RenderTexture(p.textShader, item.ID, item.Position(), item.RawDimensions(), item.Color); err != nil {
|
||||
return fmt.Errorf("render track item %d: %w", i, err)
|
||||
}
|
||||
}
|
||||
|
||||
// Scrollbar
|
||||
if err := p.renderScrollbar(); err != nil {
|
||||
return fmt.Errorf("render scrollbar: %w", err)
|
||||
}
|
||||
|
||||
// Spinning triangle cursor — always on top
|
||||
if err := p.renderCursor(); err != nil {
|
||||
return fmt.Errorf("render cursor: %w", err)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// ── Destroy ───────────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AudioOptions) Destroy() error {
|
||||
gl.DeleteTextures(1, &p.title.ID)
|
||||
gl.DeleteTextures(1, &p.prompt.ID)
|
||||
gl.DeleteTextures(1, &p.volumePercent.ID)
|
||||
gl.DeleteTextures(1, &p.VolumeLabel.ID)
|
||||
gl.DeleteTextures(1, &p.volumePercent.ID)
|
||||
gl.DeleteTextures(1, &p.AudioStatusToggle.ID)
|
||||
gl.DeleteTextures(1, &p.tracksHeading.ID)
|
||||
for i := range p.trackItems {
|
||||
gl.DeleteTextures(1, &p.trackItems[i].ID)
|
||||
}
|
||||
gl.DeleteBuffers(1, &p.triVBO)
|
||||
gl.DeleteVertexArrays(1, &p.triVAO)
|
||||
return nil
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user