241 lines
6.4 KiB
Go
241 lines
6.4 KiB
Go
package page
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import (
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"fmt"
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"github.com/go-gl/gl/v3.3-core/gl"
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"github.com/veandco/go-sdl2/sdl"
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"rhemawavetech.com/rhemawave/internal/colors"
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"rhemawavetech.com/rhemawave/internal/db"
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"rhemawavetech.com/rhemawave/internal/fontManager"
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"rhemawavetech.com/rhemawave/internal/mixer"
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"rhemawavetech.com/rhemawave/internal/shaderManager"
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)
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type AudioDevices 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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devices []StringItem
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highlightIndex int
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selectedIndex int
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verticalMargin int32
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CfgPtr *db.AppConfig
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// DbPtr *gorm.DB
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}
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func (p *AudioDevices) Init(ctx *PageCtx) error {
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var err error
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p.verticalMargin = int32(20)
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// Get 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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return fmt.Errorf("failed to get font: %w", sdl.GetError())
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}
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p.font = font
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// Get 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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return fmt.Errorf("failed to get text shader: %w", sdl.GetError())
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}
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p.solidShader, ok = sm.Get("solid_color")
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if !ok {
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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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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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itemScale := float32(32) / float32(baseFontSize)
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// Create title
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p.title, err = NewStringItem("Select an Audio Output Device", 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("Use Arrow Keys to select, Enter to confirm", 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(itemScale)
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// Get list of audio output devices
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devices := mixer.ListDevices()
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if len(devices) == 0 {
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// Create a default entry so the page doesn't break
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devices = []string{"System Default"}
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}
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// Get currently selected device from database
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currentDevice := p.Context.CfgPtr.SelectedAudioDevice
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// Create UI items for each device
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for i, name := range devices { // Iterate over the devices
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item, err := NewStringItem(name, p.font, colors.White) // Create a new string string texture
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if err != nil {
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return fmt.Errorf("failed to create device item name: %w", err)
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}
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item.Scale(itemScale) // Scale the new string item
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p.devices = append(p.devices, item) // Add the new scaled string item to the list of items
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// Mark currently selected device
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if name == currentDevice {
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p.selectedIndex = i
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p.highlightIndex = i // Start with cursor on current device
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}
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}
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on := p.Context.CfgPtr.AudioEnabled
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audioStatus := "Turn Audio On"
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if on {
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audioStatus = "Turn Audio Off"
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}
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audioStatusStringItem, err := NewStringItem(audioStatus, p.font, colors.White)
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if err != nil {
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return fmt.Errorf("failed to create Turn Audio Off string item: %w", err)
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}
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// Scale the new option
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audioStatusStringItem.Scale(itemScale)
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p.devices = append(p.devices, audioStatusStringItem)
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p.layout()
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return nil
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}
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func (p *AudioDevices) layout() {
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// Position title at bottom
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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 above title
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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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// Position device items stacked upward from prompt
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for i := range p.devices {
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p.devices[i].X = p.ScreenCenterX - p.devices[i].W/2
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if i == 0 {
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p.devices[i].Y = p.prompt.Y - p.verticalMargin*2 - p.devices[i].H
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} else {
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p.devices[i].Y = p.devices[i-1].Y - p.devices[i].H - 10
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}
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}
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}
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func (p *AudioDevices) HandleEvent(event *sdl.Event) error {
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e, ok := (*event).(*sdl.KeyboardEvent)
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if !ok || e.Type != sdl.KEYDOWN {
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return nil
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}
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switch e.Keysym.Sym {
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case sdl.K_UP:
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if p.highlightIndex > 0 {
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p.highlightIndex--
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}
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case sdl.K_DOWN:
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if p.highlightIndex < len(p.devices)-1 {
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p.highlightIndex++
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}
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case sdl.K_RETURN:
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selection := p.devices[p.highlightIndex].content
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// Handle audio disable
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if selection == "Turn Audio Off" || selection == "Turn Audio On" {
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newStatus := !p.Context.CfgPtr.AudioEnabled
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updatedConfig := p.Context.CfgPtr
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updatedConfig.AudioEnabled = newStatus
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p.Context.DbPtr.Save(&updatedConfig)
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p.Context.RefreshConfig()
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return nil
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}
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// Map "System Default" to empty string for SDL
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deviceName := selection
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if selection == "System Default" {
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deviceName = ""
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}
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// Validate by attempting the switch
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if err := mixer.SwitchDevice(deviceName); err != nil {
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return fmt.Errorf("failed to switch to device %q: %w", selection, err)
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}
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// Save settings
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p.Context.CfgPtr.SelectedAudioDevice = deviceName
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p.Context.CfgPtr.AudioEnabled = true
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p.Context.DbPtr.Save(p.Context.CfgPtr)
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p.Context.RefreshConfig()
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case sdl.K_BACKSPACE:
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p.Context.NavigateTo(SETTINGS)
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}
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return nil
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}
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func (p *AudioDevices) Render() error {
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// Always render title and prompt
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p.RenderTexture(p.textShader, p.title.ID, p.title.Position(), p.title.RawDimensions(), p.title.Color)
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p.RenderTexture(p.textShader, p.prompt.ID, p.prompt.Position(), p.prompt.RawDimensions(), p.prompt.Color)
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// Render highlight box behind highlighted item
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//p.RenderSolidColorQuad(
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// p.solidShader,
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// p.devices[p.highlightIndex].Position(),
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// p.devices[p.highlightIndex].RawDimensions(),
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// colors.White,
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//)
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// Render device items with appropriate colors
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//for i, item := range p.devices {
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// if i == p.highlightIndex && i == p.selectedIndex {
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// // Currently highlighted AND selected device - dark green
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// item.Color = colors.DarkGreen
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// } else if i == p.highlightIndex {
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// // Just highlighted - black (shows on white background)
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// item.Color = colors.Black
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// } else if i == p.selectedIndex {
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// // Just selected - green
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// item.Color = colors.Green
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// } else {
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// // Normal item - white
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// item.Color = colors.White
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// }
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// p.RenderTexture(p.textShader, item.ID, item.Position(), item.RawDimensions(), item.Color)
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//}
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return nil
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}
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func (p *AudioDevices) Destroy() error {
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gl.DeleteTextures(1, &p.title.ID)
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gl.DeleteTextures(1, &p.prompt.ID)
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for _, item := range p.devices {
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gl.DeleteTextures(1, &item.ID)
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}
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return nil
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}
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