Files
radiantwave-legacy/internal/page/scrollerPage.go
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NeilClack 17c088cc2f Update Database
Database is more usable now.
All pages have been updated to use the database, and share an application configuration.
Page Stack has been removed, no more pages hanging around in memory. Replaced with a 'Router' which uses an Enum to determine which page should be displayed, destroys the old page and initializes the new page all in one go. No more push, pop, rollback, etc. No more holding instances of pages.
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2026-03-23 15:02:07 -05:00

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18 KiB
Go

// ATTENTION: TED
//
// # Integrated Multi-Domain Rhema Wave Generation System
//
// This module implements the complete Rhema Wave generation system by synchronizing multiple
// subsystems that operate simultaneously across spatial, temporal, and chromatic
// domains to produce a unified frequency-structured visual output for subliminal proclamation display.
//
// The technology addresses the fundamental challenge of presenting textual proclamation content
// in a format optimized for subconscious processing rather than conscious reading. Conventional
// subliminal text systems use isolated techniques (simple masking, single-frequency flashing, or
// uniform scrolling) that operate in only one domain. Our system integrates four mathematically-
// synchronized subsystems, each generating Fibonacci-based patterns in different domains, creating
// a compound frequency signature designed to enhance subconscious absorption while maintaining
// conscious illegibility.
//
// The system architecture integrates:
//
// 1. Spatial Character Transformation - Each rendered character undergoes Fibonacci-based
// block scrambling (described separately), creating local spatial frequency patterns at
// the character level.
//
// 2. Spatial Line Distribution - Text lines contain varying word counts following an oscillating
// Fibonacci sequence (1, 1, 2, 3, 5, 8, 13... then reversing), creating a macro-level
// two-dimensional wave pattern in the display geometry and ensuring balanced temporal
// exposure of proclamation content segments.
//
// 3. Temporal Color Modulation - Sequential words receive colors from an intent-based palette,
// with color duration determined by an oscillating Fibonacci sequence, creating rhythmic
// chromatic variation synchronized with natural mathematical progression.
//
// 4. Temporal Velocity Modulation - Display scroll velocity oscillates between negative and
// positive extremes with acceleration/deceleration rates and hold periods, creating a
// "breathing" temporal rhythm for the entire visual field.
//
// The key innovation lies in the temporal and mathematical synchronization of these subsystems.
// All four operate on Fibonacci-derived parameters, creating harmonic relationships between the
// spatial frequencies (character scrambling, line wave patterns), chromatic frequencies (color
// duration oscillation), and temporal frequencies (scroll velocity modulation). This multi-domain
// integration produces what we term the "Rhema Wave" - a compound frequency signature where
// spatial, temporal, and chromatic patterns reinforce each other through mathematical harmony.
//
// Key differentiators from existing solutions:
// - Integrates four distinct Fibonacci-based frequency generators in a single system
// - Synchronizes pattern generation across spatial, temporal, and chromatic domains
// - Creates compound frequency signatures rather than isolated single-domain effects
// - Maintains character-specific and content-specific mathematical structure throughout
// - Uses bidirectional oscillation across multiple subsystems for rhythmic coherence
// - Combines macro-level (line patterns, velocity) and micro-level (character, color) modulation
//
// The system loads proclamation text content, processes it through all four subsystems simultaneously,
// and generates a continuously scrolling display where every element - from individual character
// pixels to overall scroll rhythm - contributes to the unified Rhema Wave output. The mathematical
// relationships between subsystems create interference patterns and harmonic resonances designed
// to enhance subconscious processing of the proclamation content while maintaining conscious
// illegibility through the character scrambling subsystem.
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/mixer"
colorPattern "rhemawavetech.com/rhemawave/internal/pattern/color"
linePattern "rhemawavetech.com/rhemawave/internal/pattern/line"
"rhemawavetech.com/rhemawave/internal/shaderManager"
)
type Line struct {
words []StringItem
width int32
}
// 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
words []string
wordIndex int
lines *LineDeque
lineHeight int32
fontScale float32
shader *shaderManager.Shader
activePattern linePattern.LinePattern
font *fontManager.FontEntry
spaceWidth int32
lineCtx *linePattern.LineRenderContext
colorPattern *colorPattern.ColorPattern
scrollOffset float32
scrollY float32
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
p.Base.Init(ctx)
// Get text shader
textShader, ok := sm.Get("text")
if !ok {
return fmt.Errorf("text shader not found")
}
p.shader = textShader
// Load proclamation words from database
if err := p.loadProclamations(); err != nil {
// Don't stop execution, just show fallback words
p.words = strings.Fields("No Proclamations Selected!")
}
p.wordIndex = 0
// Get line pattern from database
var err error
linePatternName := p.Base.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
var baseColors = []sdl.Color{
colors.Tan,
colors.PeachPuff,
colors.LightCyan,
colors.LightSeaGreen,
colors.MediumTurquoise,
colors.DarkCyan,
colors.MediumPurple,
}
p.colorPattern = colorPattern.NewColorPattern(baseColors)
// Get font sizes from database (optimize: load once, cache as int32)
standardFontSize := p.Base.Context.CfgPtr.StandardFontSize
baseFontSize := p.Base.Context.CfgPtr.StandardFontSize
// Font setup (optimized: calculate once, reuse)
p.fontScale = float32(standardFontSize) / float32(baseFontSize)
nLines := int(p.ScreenHeight / int32(standardFontSize))
p.lines = NewLineDeque(nLines * 2)
// Calculate space width once
spaceGlyph, ok := fm.GetGlyph(p.font.Name, ' ')
if !ok {
return fmt.Errorf("failed to get space glyph")
}
p.spaceWidth = int32(float32(spaceGlyph.Advance) * p.fontScale)
// Get line height from a sample string
tmpStrID, _, H, err := fm.NewCreateStringTexture(p.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: p.font,
FontScale: p.fontScale,
SpaceWidth: p.spaceWidth,
}
// Create initial lines
for i := 0; i < nLines; i++ {
if err := p.createLine(i, true); err != nil {
return fmt.Errorf("failed to create initial line %d: %w", i, err)
}
}
// Audio setup
audioDeviceName := p.Base.Context.CfgPtr.SelectedAudioDevice
// Switch audio devices if needed
if mixer.CurrentDevice() != audioDeviceName {
if err := mixer.SwitchDevice(audioDeviceName); err != nil {
} else {
}
}
// Start audio playback
selectedAudio := p.Base.Context.CfgPtr.SelectedAudio
assetsDir := p.Base.Context.CfgPtr.AssetsDir
if selectedAudio == "" {
} else {
if err := mixer.Play(filepath.Join(assetsDir, selectedAudio), true, p.Base.Context.CfgPtr); err != nil {
}
}
currentDevice := mixer.CurrentDevice()
if currentDevice == "" {
currentDevice = "default"
}
return nil
}
// loadProclamations loads selected proclamations from the database
func (p *ScrollerPage) loadProclamations() error {
p.words = []string{}
// Get all selected proclamations from database
var proclamations []db.Proclamation
p.Base.Context.DbPtr.Find(&proclamations)
// Build word list from selected, available proclamations
for _, proclamation := range proclamations {
if proclamation.Selected && proclamation.Available {
// Split content into words and add to list
words := strings.Fields(proclamation.Content)
p.words = append(p.words, words...)
}
}
if len(p.words) == 0 {
p.words = strings.Fields("No Proclamations Selected!")
return fmt.Errorf("no proclamations selected or available")
}
return nil
}
// 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.activePattern.GetNextLine(p.words, &p.wordIndex, p.lineCtx)
line := Line{words: []StringItem{}}
for _, word := range words {
if word == "" {
continue
}
item, err := NewStringItem(word, p.font, p.colorPattern.Color())
if err != nil {
return fmt.Errorf("unable to create string item for word '%s': %w", word, err)
}
item.W = int32(float32(item.W) * p.fontScale)
item.H = int32(float32(item.H) * p.fontScale)
if len(line.words) > 0 {
line.width += p.spaceWidth
}
line.words = append(line.words, item)
line.width += item.W
}
// Calculate horizontal position (centered)
startX := p.ScreenCenterX - (line.width / 2)
// Calculate vertical position
var baseY int32
if isInitial {
baseY = int32(p.scrollY) - int32(p.lineHeight)*int32(index)
} else {
baseY = 0 // Will be set by caller based on context
}
// Position all words in the line
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
}
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
}
case sdl.K_a:
p.autoVelocity = !p.autoVelocity
if p.autoVelocity {
// Reset to initial state when enabling
p.velocity = p.velocityFloor
p.velocityDirection = 1
p.velocityState = 0
p.velocityTimer = 0.0
}
}
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 {
old := p.lines.PopFront()
for _, word := range old.words {
gl.DeleteTextures(1, &word.ID)
}
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
}
old := p.lines.PopBack()
for _, word := range old.words {
gl.DeleteTextures(1, &word.ID)
}
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.activePattern.GetNextLine(p.words, &p.wordIndex, p.lineCtx)
line := Line{words: []StringItem{}}
for _, word := range newWords {
if word == "" {
continue
}
item, err := NewStringItem(word, p.font, p.colorPattern.Color())
if err != nil {
return fmt.Errorf("unable to create string item for word '%s': %w", word, err)
}
item.W = int32(float32(item.W) * p.fontScale)
item.H = int32(float32(item.H) * p.fontScale)
if len(line.words) > 0 {
line.width += p.spaceWidth
}
line.words = append(line.words, item)
line.width += item.W
}
startX := p.ScreenCenterX - (line.width / 2)
// Position relative to last existing line
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)
}
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
}
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.activePattern.GetNextLine(p.words, &p.wordIndex, p.lineCtx)
line := Line{words: []StringItem{}}
for _, word := range newWords {
if word == "" {
continue
}
item, err := NewStringItem(word, p.font, p.colorPattern.Color())
if err != nil {
return fmt.Errorf("unable to create string item for word '%s': %w", word, err)
}
item.W = int32(float32(item.W) * p.fontScale)
item.H = int32(float32(item.H) * p.fontScale)
if len(line.words) > 0 {
line.width += p.spaceWidth
}
line.words = append(line.words, item)
line.width += item.W
}
startX := p.ScreenCenterX - (line.width / 2)
// Position relative to first existing line
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
}
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
}
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)
// GL cleanup — delete all text textures
for i := 0; i < p.lines.Len(); i++ {
line := p.lines.Get(i)
for j := range line.words {
if id := line.words[j].ID; id != 0 {
gl.DeleteTextures(1, &line.words[j].ID)
line.words[j].ID = 0
}
}
}
gl.Flush()
// Drop references for GC
p.lines = nil
p.words = nil
p.lineCtx = nil
p.font = nil
p.shader = nil
p.colorPattern = 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
}
}
}