package page import ( "fmt" "math" "path/filepath" "strings" "github.com/go-gl/gl/v3.3-core/gl" "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" colorPattern "rhemawavetech.com/rhemawave/internal/pattern/color" linePattern "rhemawavetech.com/rhemawave/internal/pattern/line" "rhemawavetech.com/rhemawave/internal/shaderManager" ) const ( defaultProclamationID string = "f3d42354-3197-45e4-9b08-be447f14386d" proclamationPlayCount int = 10 defaultProclamationPlayCount int = 1 ) type Line struct { words []StringItem width int32 } // proclamationStream tracks one proclamation and how many full loops it should play. type proclamationStream struct { name string words []string repeat int completed int wordIndex int } // LineDeque is a double-ended queue for Line values backed by a circular buffer. // It avoids O(n) prepend and prevents capacity leaks from head-of-slice removal. type LineDeque struct { buf []Line head, tail int count int } func NewLineDeque(cap int) *LineDeque { if cap < 4 { cap = 4 } return &LineDeque{buf: make([]Line, cap)} } func (d *LineDeque) Len() int { return d.count } func (d *LineDeque) grow() { newCap := len(d.buf) * 2 newBuf := make([]Line, newCap) for i := 0; i < d.count; i++ { newBuf[i] = d.buf[(d.head+i)%len(d.buf)] } d.buf = newBuf d.head = 0 d.tail = d.count } func (d *LineDeque) PushBack(l Line) { if d.count == len(d.buf) { d.grow() } d.buf[d.tail] = l d.tail = (d.tail + 1) % len(d.buf) d.count++ } func (d *LineDeque) PushFront(l Line) { if d.count == len(d.buf) { d.grow() } d.head = (d.head - 1 + len(d.buf)) % len(d.buf) d.buf[d.head] = l d.count++ } func (d *LineDeque) PopFront() Line { l := d.buf[d.head] d.buf[d.head] = Line{} // clear for GC d.head = (d.head + 1) % len(d.buf) d.count-- return l } func (d *LineDeque) PopBack() Line { d.tail = (d.tail - 1 + len(d.buf)) % len(d.buf) l := d.buf[d.tail] d.buf[d.tail] = Line{} // clear for GC d.count-- return l } func (d *LineDeque) Front() Line { return d.buf[d.head] } func (d *LineDeque) Back() Line { return d.buf[(d.tail-1+len(d.buf))%len(d.buf)] } func (d *LineDeque) Get(i int) *Line { return &d.buf[(d.head+i)%len(d.buf)] } func (d *LineDeque) Set(i int, l Line) { d.buf[(d.head+i)%len(d.buf)] = l } func (d *LineDeque) Clear() { for i := 0; i < d.count; i++ { d.buf[(d.head+i)%len(d.buf)] = Line{} } d.head, d.tail, d.count = 0, 0, 0 } type ScrollerPage struct { Base streams []proclamationStream streamIndex int lines *LineDeque lineHeight int32 shader *shaderManager.Shader activePattern linePattern.LinePattern font *fontManager.FontEntry spaceWidth int32 lineCtx *linePattern.LineRenderContext colorPattern *colorPattern.ColorPattern scrollOffset float32 scrollY float32 fontScale float32 // Reuse one GL texture per unique word. wordTextureCache map[string]StringItem increment float32 velocity float32 // Time-based velocity control velocityFloor float32 velocityCeiling float32 velocityStep float32 velocityDelay float32 velocityDirection int velocityTimer float32 velocityState int autoVelocity bool hold float32 } func (p *ScrollerPage) Init(ctx *PageCtx) error { p.increment = 100.0 p.velocity = 800.0 p.SetAutoVelocity(true, -4000.0, 4000.0, 100.0, 2.5, 6.0) sm := shaderManager.Get() fm := fontManager.Get() // Get font font, ok := fm.GetFont("Scrambled") if !ok { return fmt.Errorf("unable to fetch font 'Scrambled'") } p.font = font logger.Info("Font name: %s", font.Name) p.Base.Init(ctx) // Get text shader textShader, ok := sm.Get("text") if !ok { return fmt.Errorf("text shader not found") } p.shader = textShader logger.Info("Shader Program ID: %d", textShader.ProgramID) logger.Info("p.shader Program ID: %d", p.shader.ProgramID) p.wordTextureCache = make(map[string]StringItem, 256) // Load proclamation streams from database if err := p.loadProclamations(); err != nil { logger.Error("Error loading proclamations: %v", err) p.Context.NavigateTo(PROCLAMATIONS) return nil } // Get line pattern from database var err error linePatternName := p.Context.CfgPtr.LinePattern p.activePattern, err = linePattern.Get(linePatternName) if err != nil { return fmt.Errorf("failed to load line pattern '%s': %w", linePatternName, err) } // Initialize color pattern baseColors := []sdl.Color{ colors.Tan, colors.PeachPuff, colors.LightCyan, colors.LightSeaGreen, colors.MediumTurquoise, colors.DarkCyan, colors.MediumPurple, } p.colorPattern = colorPattern.NewColorPattern(baseColors) // Font setup p.fontScale = float32(32) / float32(p.Context.CfgPtr.StandardFontSize) nLines := int(float32(p.ScreenHeight) / 32.0) p.lines = NewLineDeque(nLines * 2) // Calculate space width using the scale ratio. spaceGlyph, ok := fm.GetGlyph(font.Name, ' ') if !ok { return fmt.Errorf("failed to get space glyph") } p.spaceWidth = int32(float32(spaceGlyph.Advance) * p.fontScale) // Get line height using the same scale ratio. tmpStrID, _, H, err := fm.NewCreateStringTexture(font.Name, "Mg", p.shader) if err != nil { return fmt.Errorf("failed to create sample texture: %w", err) } p.lineHeight = int32(float32(H) * p.fontScale) gl.DeleteTextures(1, &tmpStrID) p.lineCtx = &linePattern.LineRenderContext{ ScreenWidth: p.ScreenWidth, Font: font, FontScale: p.fontScale, SpaceWidth: p.spaceWidth, } // Create initial lines for i := range nLines { if err := p.createLine(i, true); err != nil { return fmt.Errorf("failed to create initial line %d: %w", i, err) } } // Audio setup audioDeviceName := p.Context.CfgPtr.SelectedAudioDevice if mixer.CurrentDevice() != audioDeviceName { if err := mixer.SwitchDevice(audioDeviceName); err != nil { logger.Error("failed to switch audio device: %v", err) } } assetsDir := p.Context.CfgPtr.AssetsDir audioFile := filepath.Join(assetsDir, "audio/audio.wav") logger.Info("Attempting to play %s", audioFile) if err := mixer.Play(audioFile, true, p.Context.CfgPtr); err != nil { logger.Error("Mixer returned an error: %v", err) } currentDevice := mixer.CurrentDevice() if currentDevice == "" { currentDevice = "default" } _ = currentDevice return nil } // loadProclamations loads selected proclamations as stream units (not one giant word list). func (p *ScrollerPage) loadProclamations() error { p.streams = p.streams[:0] var selected []db.Proclamation if err := p.Context.DbPtr.Where("selected = ?", true).Find(&selected).Error; err != nil { return err } var defaultProclamation db.Proclamation if err := p.Context.DbPtr.Where("ID = ?", defaultProclamationID).First(&defaultProclamation).Error; err != nil { return err } defaultWords := strings.Fields(defaultProclamation.Content) // Build interleaved stream: // each selected proclamation repeats N times, then default repeats once. for _, proclamation := range selected { // Prevent default proclamation from being treated as a normal selected proclamation. if proclamation.ID == defaultProclamationID { continue } words := strings.Fields(proclamation.Content) if len(words) == 0 { continue } p.streams = append(p.streams, proclamationStream{ name: proclamation.Name, words: words, repeat: proclamationPlayCount, // 10 }) if len(defaultWords) > 0 { p.streams = append(p.streams, proclamationStream{ name: defaultProclamation.Name, words: defaultWords, repeat: 1, // play once between selected proclamations }) } } // Fallback: if no non-default selected proclamations, at least play default. if len(p.streams) == 0 && len(defaultWords) > 0 { p.streams = append(p.streams, proclamationStream{ name: defaultProclamation.Name, words: defaultWords, repeat: 1, }) } if len(p.streams) == 0 { return fmt.Errorf("failed to load proclamations: no proclamation words available") } p.streamIndex = 0 return nil } // nextLineWords gets words for the current line and advances proclamation stream when needed. func (p *ScrollerPage) nextLineWords() []string { if len(p.streams) == 0 { return nil } s := &p.streams[p.streamIndex] if len(s.words) == 0 { p.streamIndex = (p.streamIndex + 1) % len(p.streams) return p.nextLineWords() } prevIdx := s.wordIndex words := p.activePattern.GetNextLine(s.words, &s.wordIndex, p.lineCtx) // If word index wraps, one full proclamation pass completed. if s.wordIndex < prevIdx { s.completed++ targetRepeats := s.repeat if targetRepeats <= 0 { targetRepeats = 1 } logger.Debug("Now playing proclamation: %s", s.name) if s.completed >= targetRepeats { logger.Debug("Advancing proclamation stream: %s", s.name) s.completed = 0 s.wordIndex = 0 p.streamIndex = (p.streamIndex + 1) % len(p.streams) } } return words } // getCachedWord returns a reusable textured StringItem for a word. func (p *ScrollerPage) getCachedWord(word string) (StringItem, error) { if cached, ok := p.wordTextureCache[word]; ok { return cached, nil } base, err := NewStringItem(word, p.font, sdl.Color{R: 255, G: 255, B: 255, A: 255}) if err != nil { return StringItem{}, fmt.Errorf("unable to create cached string item for word '%s': %w", word, err) } base.Scale(p.fontScale) p.wordTextureCache[word] = base return base, nil } // buildLineFromWords builds a line using cached texture IDs and per-instance color/position. func (p *ScrollerPage) buildLineFromWords(words []string) (Line, error) { line := Line{words: []StringItem{}} for _, word := range words { if word == "" { continue } cached, err := p.getCachedWord(word) if err != nil { return Line{}, err } item := cached item.Color = p.colorPattern.Color() if len(line.words) > 0 { line.width += p.spaceWidth } line.words = append(line.words, item) line.width += item.W } return line, nil } // positionLine sets X/Y for all words in a line. func (p *ScrollerPage) positionLine(line *Line, baseY int32) { startX := p.ScreenCenterX - (line.width / 2) for j := range line.words { if j == 0 { line.words[j].X = startX } else { line.words[j].X = line.words[j-1].X + line.words[j-1].W + p.spaceWidth } line.words[j].Y = baseY } } // createLine is a helper to generate a new line at a specific index. // isInitial determines if this is during initialization (positions from top) // or dynamic creation (positions relative to existing lines). func (p *ScrollerPage) createLine(index int, isInitial bool) error { words := p.nextLineWords() line, err := p.buildLineFromWords(words) if err != nil { return err } var baseY int32 if isInitial { baseY = int32(p.scrollY) - int32(p.lineHeight)*int32(index) } else { baseY = 0 } p.positionLine(&line, baseY) if isInitial { p.lines.PushBack(line) } return nil } func (p *ScrollerPage) HandleEvent(event *sdl.Event) error { switch e := (*event).(type) { case *sdl.KeyboardEvent: if e.Type != sdl.KEYDOWN { return nil } switch e.Keysym.Sym { case sdl.K_UP: if !p.autoVelocity { p.velocity += p.increment } case sdl.K_DOWN: if !p.autoVelocity { p.velocity -= p.increment } } return nil } return nil } func (p *ScrollerPage) Update(dt float32) error { p.updateAutoVelocity(dt) p.scrollOffset += dt * p.velocity move := int32(p.scrollOffset) if move == 0 { return nil } p.scrollOffset -= float32(move) // Move all lines vertically for i := 0; i < p.lines.Len(); i++ { line := p.lines.Get(i) for j := range line.words { line.words[j].Y += move } } // Handle line replacement based on scroll direction if p.velocity > 0 { // Moving up: replace lines that go off top for p.lines.Len() > 0 && len(p.lines.Front().words) > 0 && p.lines.Front().words[0].Y > p.ScreenHeight { _ = p.lines.PopFront() // no texture delete; textures are shared via cache if err := p.addLineAtBottom(); err != nil { return err } } } else if p.velocity < 0 { // Moving down: replace lines that go off bottom for p.lines.Len() > 0 { back := p.lines.Back() if len(back.words) == 0 || back.words[0].Y+back.words[0].H >= 0 { break } _ = p.lines.PopBack() // no texture delete; textures are shared via cache if err := p.addLineAtTop(); err != nil { return err } } } return nil } // addLineAtBottom creates and adds a new line at the bottom of the display. func (p *ScrollerPage) addLineAtBottom() error { newWords := p.nextLineWords() line, err := p.buildLineFromWords(newWords) if err != nil { return err } var baseY int32 if p.lines.Len() > 0 && len(p.lines.Back().words) > 0 { baseY = p.lines.Back().words[0].Y - int32(p.lineHeight) } else { baseY = -int32(p.lineHeight) } p.positionLine(&line, baseY) p.lines.PushBack(line) return nil } // addLineAtTop creates and adds a new line at the top of the display. func (p *ScrollerPage) addLineAtTop() error { newWords := p.nextLineWords() line, err := p.buildLineFromWords(newWords) if err != nil { return err } var baseY int32 if p.lines.Len() > 0 && len(p.lines.Front().words) > 0 { baseY = p.lines.Front().words[0].Y + int32(p.lineHeight) } else { baseY = p.ScreenHeight } p.positionLine(&line, baseY) p.lines.PushFront(line) return nil } func (p *ScrollerPage) Render() error { p.BeginTextureRendering(p.shader) for i := 0; i < p.lines.Len(); i++ { line := p.lines.Get(i) for _, word := range line.words { if word.ID == 0 { continue } p.RenderTextureBatched(p.shader, word.ID, word.Position(), word.RawDimensions(), word.Color) } } p.EndTextureRendering() return nil } func (p *ScrollerPage) Destroy() error { if p == nil { return nil } mixer.Stop(1000, p.Context.CfgPtr) // Delete each cached word texture exactly once. for k, item := range p.wordTextureCache { if item.ID != 0 { id := item.ID gl.DeleteTextures(1, &id) } delete(p.wordTextureCache, k) } gl.Flush() // Drop references for GC safely p.lines = nil p.streams = nil p.lineCtx = nil p.font = nil p.shader = nil p.colorPattern = nil p.wordTextureCache = nil return nil } // SetAutoVelocity configures the automatic velocity system for the ScrollerPage. func (p *ScrollerPage) SetAutoVelocity(enabled bool, floor, ceiling, step, delay, hold float32) { p.autoVelocity = enabled p.velocityFloor = -float32(math.Abs(float64(floor))) p.velocityCeiling = float32(math.Abs(float64(ceiling))) p.velocityStep = float32(math.Abs(float64(step))) p.velocityDelay = delay p.hold = hold // Initialize state p.velocityDirection = 1 p.velocityState = 0 p.velocityTimer = 0.0 p.velocity = p.velocityFloor } // updateAutoVelocity handles automatic velocity changes. func (p *ScrollerPage) updateAutoVelocity(dt float32) { if !p.autoVelocity { return } switch p.velocityState { case 0: // Changing velocity if p.velocityDirection == 1 { p.velocity += p.velocityStep * dt if p.velocity >= p.velocityCeiling { p.velocity = p.velocityCeiling p.velocityState = 1 p.velocityTimer = 0.0 } } else { p.velocity -= p.velocityStep * dt if p.velocity <= p.velocityFloor { p.velocity = p.velocityFloor p.velocityState = 2 p.velocityTimer = 0.0 } } case 1: // Waiting at ceiling p.velocityTimer += dt if p.velocityTimer >= p.velocityDelay { p.velocityDirection = -1 p.velocityState = 0 } case 2: // Waiting at floor p.velocityTimer += dt if p.velocityTimer >= p.velocityDelay { p.velocityDirection = 1 p.velocityState = 0 } } }