package page import ( "fmt" "math" "github.com/go-gl/gl/v3.3-core/gl" "github.com/go-gl/mathgl/mgl32" "github.com/veandco/go-sdl2/sdl" "rhemawavetech.com/rhemawave/internal/colors" "rhemawavetech.com/rhemawave/internal/db" "rhemawavetech.com/rhemawave/internal/fontManager" "rhemawavetech.com/rhemawave/internal/logger" "rhemawavetech.com/rhemawave/internal/mixer" "rhemawavetech.com/rhemawave/internal/shaderManager" ) // AudioFileList is kept as the canonical seed data for the audio_files table. // Track selection UI no longer lives on this page, but other parts of the // app still read these rows from the database. var AudioFileList = []db.AudioFile{ {ID: 14, Name: "Original Audio", Path: "OriginalAudio.wav", Selected: false, Order: 1}, {ID: 1, Name: "174 Hz", Path: "174Hz.wav", Selected: false, Order: 2}, {ID: 2, Name: "396 Hz", Path: "396Hz.wav", Selected: false, Order: 3}, {ID: 3, Name: "417 Hz", Path: "417Hz.wav", Selected: false, Order: 4}, {ID: 4, Name: "432 Hz", Path: "432Hz.wav", Selected: false, Order: 5}, {ID: 5, Name: "639 Hz", Path: "639Hz.wav", Selected: false, Order: 6}, {ID: 6, Name: "741 Hz", Path: "741Hz.wav", Selected: false, Order: 7}, {ID: 7, Name: "852 Hz", Path: "852Hz.wav", Selected: false, Order: 8}, {ID: 8, Name: "963 Hz", Path: "963Hz.wav", Selected: false, Order: 9}, {ID: 9, Name: "1111 Hz", Path: "1111Hz.wav", Selected: false, Order: 10}, {ID: 10, Name: "14 Hz Binaural Beat", Path: "14Hz_Binaural.wav", Selected: false, Order: 11}, {ID: 11, Name: "40 Hz Binaural Beat", Path: "40Hz_Binaural.wav", Selected: false, Order: 12}, {ID: 12, Name: "Alpha Waves", Path: "AlphaWaves.wav", Selected: false, Order: 13}, {ID: 13, Name: "Pineal Gland", Path: "PinealGland.wav", Selected: false, Order: 14}, } const triangleSize = float32(16) type AudioDevice struct { Label string ID int } type AudioOptions struct { // Page Attributes Base font *fontManager.FontEntry textShader *shaderManager.Shader solidShader *shaderManager.Shader CfgPtr *db.AppConfig // Page Textures title StringItem prompt StringItem // Layout verticalMargin int32 ItemScale float32 // Audio toggle AudioStatusToggle StringItem // Audio Devices AudioDevices []AudioDevice AudioDeviceTextures []StringItem // Volume row VolumeLabel StringItem volumePercent StringItem volumeBarX int32 volumeBarY int32 volumeBarW int32 volumeBarH int32 // Triangle cursor triVAO uint32 triVBO uint32 triX float32 triCenterY float32 spinElapsed float32 } // ── Init ────────────────────────────────────────────────────────────────────── func (p *AudioOptions) Init(ctx *PageCtx) error { var err error p.verticalMargin = int32(20) // Font fm := fontManager.Get() font, ok := fm.GetFont("Roboto-Regular") if !ok { return fmt.Errorf("failed to get font: %w", sdl.GetError()) } p.font = font // Shaders sm := shaderManager.Get() p.textShader, ok = sm.Get("text") if !ok { return fmt.Errorf("failed to get text shader: %w", sdl.GetError()) } p.solidShader, ok = sm.Get("solid_color") if !ok { return fmt.Errorf("failed to get solid_color shader: %w", sdl.GetError()) } if err = p.Base.Init(ctx); err != nil { return fmt.Errorf("base init failed: %w", err) } baseFontSize := p.Context.CfgPtr.StandardFontSize titleScale := float32(64) / float32(baseFontSize) p.ItemScale = float32(32) / float32(baseFontSize) // Title p.title, err = NewStringItem("Audio Options", p.font, colors.White) if err != nil { return fmt.Errorf("creating title: %w", err) } p.title.Scale(titleScale) // Prompt p.prompt, err = NewStringItem("Enter to toggle audio -- Left/Right to change volume -- Backspace to go back", p.font, colors.White) if err != nil { return fmt.Errorf("creating prompt: %w", err) } p.prompt.Scale(p.ItemScale) // Volume row p.VolumeLabel, err = NewStringItem("Volume", p.font, colors.White) if err != nil { return fmt.Errorf("creating volume label: %w", err) } p.VolumeLabel.Scale(p.ItemScale) if err = p.CreateVolumePercentItem(); err != nil { logger.Error("failed to create VolumePercentItem in AudioOptions.Init()") } // Audio toggle if err = p.CreateAudioStatusItem(); err != nil { logger.Error("failed to create AudioStatusItem in AudioOptions.Init()") } // Make sure the audio_files table is populated. This page no longer // presents any track selection UI, but other parts of the app still // read from this table. if err = p.seedAudioFiles(); err != nil { logger.Error("failed to seed audio files: %v", err) } // Triangle cursor VAO/VBO — stride is vec2 only, no tex coords triVerts := []float32{ 0.5, 0.0, -0.5, 0.5, -0.5, -0.5, } gl.GenVertexArrays(1, &p.triVAO) gl.GenBuffers(1, &p.triVBO) gl.BindVertexArray(p.triVAO) gl.BindBuffer(gl.ARRAY_BUFFER, p.triVBO) gl.BufferData(gl.ARRAY_BUFFER, len(triVerts)*4, gl.Ptr(triVerts), gl.STATIC_DRAW) gl.EnableVertexAttribArray(0) gl.VertexAttribPointerWithOffset(0, 2, gl.FLOAT, false, 2*4, 0) gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.BindVertexArray(0) p.layout() return nil } // seedAudioFiles ensures the audio_files table has its default rows. func (p *AudioOptions) seedAudioFiles() error { var existing []db.AudioFile if err := p.Context.DbPtr.Find(&existing).Error; err != nil { return err } if len(existing) == 0 { return p.Context.DbPtr.Save(&AudioFileList).Error } return nil } // ── Audio status toggle ─────────────────────────────────────────────────────── func (p *AudioOptions) CreateAudioStatusItem() error { on := p.Context.CfgPtr.AudioEnabled statusString := "Turn Audio On" color := colors.Green if on { statusString = "Turn Audio Off" color = colors.Red } item, err := NewStringItem(statusString, p.font, color) if err != nil { return fmt.Errorf("failed to create '%s' string item: %v", statusString, err) } item.Scale(p.ItemScale) p.AudioStatusToggle = item return nil } // ── Audio Output Devices ────────────────────────────────────────────────────── func (p *AudioOptions) GetAudioDevices() error { numAudioDevices := sdl.GetNumAudioDevices(false) if numAudioDevices == 0 { return nil } var audioDevices = make([]AudioDevice, numAudioDevices) for i := range numAudioDevices { audioDevice := sdl.GetAudioDeviceName(i, false) audioDevices = append(audioDevices, AudioDevice{Label: audioDevice, ID: i}) } p.AudioDevices = audioDevices for i := range audioDevices { newAudioDeviceStringItem, err := NewStringItem(p.AudioDevices[i].Label, p.font, colors.White) if err != nil { return err } p.AudioDeviceTextures = append(p.AudioDeviceTextures, newAudioDeviceStringItem) } return nil } // ── Volume ──────────────────────────────────────────────────────────────────── func (p *AudioOptions) CreateVolumePercentItem() error { if p.volumePercent.ID != 0 { gl.DeleteTextures(1, &p.volumePercent.ID) } pct := int(p.Context.CfgPtr.SavedVolume * 100) item, err := NewStringItem(fmt.Sprintf("%d%%", pct), p.font, colors.White) if err != nil { return fmt.Errorf("failed to create volume percent item: %v", err) } item.Scale(p.ItemScale) p.volumePercent = item return nil } func (p *AudioOptions) UpdateVolume(level int) { newVol := mixer.ConvertVolume(level) + p.Context.CfgPtr.SavedVolume if newVol < 0.0 || newVol > 1.0 { return } if newVol > .99 { newVol = 1.0 } p.Context.CfgPtr.SavedVolume = newVol p.Context.DbPtr.Save(&p.Context.CfgPtr) if err := mixer.SetAllSinkVolumes(newVol); err != nil { logger.Error("Error setting allSinkVolumes: %v", err) } if err := p.CreateVolumePercentItem(); err != nil { logger.Error("failed to refresh volume percent item: %v", err) } gap := int32(12) p.volumePercent.X = p.volumeBarX + p.volumeBarW + gap p.volumePercent.Y = p.volumeBarY + (p.volumeBarH-p.volumePercent.H)/2 } // ── Layout ──────────────────────────────────────────────────────────────────── func (p *AudioOptions) layout() { // Title p.title.X = p.ScreenCenterX - p.title.W/2 p.title.Y = p.ScreenHeight - p.title.H - p.verticalMargin*2 // Prompt p.prompt.X = p.ScreenCenterX - p.prompt.W/2 p.prompt.Y = p.title.Y - p.verticalMargin - p.prompt.H // Volume row barH := int32(float32(p.Context.CfgPtr.StandardFontSize) * p.ItemScale) barW := int32(float32(p.ScreenWidth) * 0.30) barX := p.ScreenCenterX - barW/2 barY := p.prompt.Y - p.verticalMargin*2 - barH p.volumeBarX = barX p.volumeBarY = barY p.volumeBarW = barW p.volumeBarH = barH p.VolumeLabel.X = barX - p.VolumeLabel.W - 20 p.VolumeLabel.Y = barY + (barH-p.VolumeLabel.H)/2 gap := int32(12) p.volumePercent.X = barX + barW + gap p.volumePercent.Y = barY + (barH-p.volumePercent.H)/2 // Audio toggle — centred below the volume row p.AudioStatusToggle.X = p.ScreenCenterX - p.AudioStatusToggle.W/2 p.AudioStatusToggle.Y = barY - p.verticalMargin*3 - p.AudioStatusToggle.H // Triangle cursor — just outside the left edge of the toggle, vertically centred on it cursorGap := int32(12) p.triX = float32(p.AudioStatusToggle.X) - float32(triangleSize) - float32(cursorGap) p.triCenterY = float32(p.AudioStatusToggle.Y) + float32(p.AudioStatusToggle.H)/2 } // ── Toggle ──────────────────────────────────────────────────────────────────── func (p *AudioOptions) ToggleAudio() { p.Context.CfgPtr.AudioEnabled = !p.Context.CfgPtr.AudioEnabled p.Context.DbPtr.Save(p.Context.CfgPtr) p.Context.RefreshConfig() p.CreateAudioStatusItem() p.layout() } // ── Events ──────────────────────────────────────────────────────────────────── func (p *AudioOptions) HandleEvent(event *sdl.Event) error { e, ok := (*event).(*sdl.KeyboardEvent) if !ok || e.Type != sdl.KEYDOWN { return nil } switch e.Keysym.Sym { case sdl.K_RETURN: p.ToggleAudio() case sdl.K_RIGHT: p.UpdateVolume(10) case sdl.K_LEFT: p.UpdateVolume(-10) case sdl.K_BACKSPACE: p.Context.NavigateTo(SETTINGS) } return nil } // ── 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) renderVolumeBar() error { vol := p.Context.CfgPtr.SavedVolume fillW := float32(p.volumeBarW) * float32(vol) if fillW > 0 { 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) } } thickness := float32(2) bx := float32(p.volumeBarX) by := float32(p.volumeBarY) bw := float32(p.volumeBarW) bh := float32(p.volumeBarH) outlineRects := [4][2]mgl32.Vec2{ {{bx, by}, {bw, thickness}}, {{bx, by + bh - thickness}, {bw, thickness}}, {{bx, by}, {thickness, bh}}, {{bx + bw - thickness, by}, {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: %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 { 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 { 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 { return fmt.Errorf("render volume label: %w", err) } if err := p.renderVolumeBar(); err != nil { 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) } // 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) } // 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.VolumeLabel.ID) gl.DeleteTextures(1, &p.volumePercent.ID) gl.DeleteTextures(1, &p.AudioStatusToggle.ID) gl.DeleteBuffers(1, &p.triVBO) gl.DeleteVertexArrays(1, &p.triVAO) return nil }