692 lines
18 KiB
Go
692 lines
18 KiB
Go
// ATTENTION: TED
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//
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// # Integrated Multi-Domain Rhema Wave Generation System
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//
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// This module implements the complete Rhema Wave generation system by synchronizing multiple
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// subsystems that operate simultaneously across spatial, temporal, and chromatic
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// domains to produce a unified frequency-structured visual output for subliminal proclamation display.
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//
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// The technology addresses the fundamental challenge of presenting textual proclamation content
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// in a format optimized for subconscious processing rather than conscious reading. Conventional
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// subliminal text systems use isolated techniques (simple masking, single-frequency flashing, or
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// uniform scrolling) that operate in only one domain. Our system integrates four mathematically-
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// synchronized subsystems, each generating Fibonacci-based patterns in different domains, creating
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// a compound frequency signature designed to enhance subconscious absorption while maintaining
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// conscious illegibility.
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//
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// The system architecture integrates:
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//
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// 1. Spatial Character Transformation - Each rendered character undergoes Fibonacci-based
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// block scrambling (described separately), creating local spatial frequency patterns at
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// the character level.
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//
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// 2. Spatial Line Distribution - Text lines contain varying word counts following an oscillating
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// Fibonacci sequence (1, 1, 2, 3, 5, 8, 13... then reversing), creating a macro-level
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// two-dimensional wave pattern in the display geometry and ensuring balanced temporal
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// exposure of proclamation content segments.
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//
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// 3. Temporal Color Modulation - Sequential words receive colors from an intent-based palette,
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// with color duration determined by an oscillating Fibonacci sequence, creating rhythmic
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// chromatic variation synchronized with natural mathematical progression.
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//
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// 4. Temporal Velocity Modulation - Display scroll velocity oscillates between negative and
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// positive extremes with acceleration/deceleration rates and hold periods, creating a
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// "breathing" temporal rhythm for the entire visual field.
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//
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// The key innovation lies in the temporal and mathematical synchronization of these subsystems.
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// All four operate on Fibonacci-derived parameters, creating harmonic relationships between the
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// spatial frequencies (character scrambling, line wave patterns), chromatic frequencies (color
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// duration oscillation), and temporal frequencies (scroll velocity modulation). This multi-domain
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// integration produces what we term the "Rhema Wave" - a compound frequency signature where
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// spatial, temporal, and chromatic patterns reinforce each other through mathematical harmony.
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//
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// Key differentiators from existing solutions:
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// - Integrates four distinct Fibonacci-based frequency generators in a single system
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// - Synchronizes pattern generation across spatial, temporal, and chromatic domains
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// - Creates compound frequency signatures rather than isolated single-domain effects
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// - Maintains character-specific and content-specific mathematical structure throughout
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// - Uses bidirectional oscillation across multiple subsystems for rhythmic coherence
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// - Combines macro-level (line patterns, velocity) and micro-level (character, color) modulation
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//
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// The system loads proclamation text content, processes it through all four subsystems simultaneously,
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// and generates a continuously scrolling display where every element - from individual character
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// pixels to overall scroll rhythm - contributes to the unified Rhema Wave output. The mathematical
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// relationships between subsystems create interference patterns and harmonic resonances designed
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// to enhance subconscious processing of the proclamation content while maintaining conscious
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// illegibility through the character scrambling subsystem.
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package page
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import (
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"fmt"
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"math"
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"path/filepath"
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"strings"
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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/logger"
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"rhemawavetech.com/rhemawave/internal/mixer"
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colorPattern "rhemawavetech.com/rhemawave/internal/pattern/color"
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linePattern "rhemawavetech.com/rhemawave/internal/pattern/line"
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"rhemawavetech.com/rhemawave/internal/shaderManager"
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)
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type Line struct {
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words []StringItem
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width int32
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}
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// LineDeque is a double-ended queue for Line values backed by a circular buffer.
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// It avoids O(n) prepend and prevents capacity leaks from head-of-slice removal.
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type LineDeque struct {
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buf []Line
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head, tail int
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count int
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}
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func NewLineDeque(cap int) *LineDeque {
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if cap < 4 {
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cap = 4
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}
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return &LineDeque{buf: make([]Line, cap)}
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}
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func (d *LineDeque) Len() int { return d.count }
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func (d *LineDeque) grow() {
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newCap := len(d.buf) * 2
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newBuf := make([]Line, newCap)
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for i := 0; i < d.count; i++ {
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newBuf[i] = d.buf[(d.head+i)%len(d.buf)]
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}
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d.buf = newBuf
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d.head = 0
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d.tail = d.count
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}
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func (d *LineDeque) PushBack(l Line) {
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if d.count == len(d.buf) {
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d.grow()
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}
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d.buf[d.tail] = l
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d.tail = (d.tail + 1) % len(d.buf)
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d.count++
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}
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func (d *LineDeque) PushFront(l Line) {
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if d.count == len(d.buf) {
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d.grow()
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}
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d.head = (d.head - 1 + len(d.buf)) % len(d.buf)
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d.buf[d.head] = l
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d.count++
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}
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func (d *LineDeque) PopFront() Line {
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l := d.buf[d.head]
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d.buf[d.head] = Line{} // clear for GC
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d.head = (d.head + 1) % len(d.buf)
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d.count--
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return l
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}
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func (d *LineDeque) PopBack() Line {
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d.tail = (d.tail - 1 + len(d.buf)) % len(d.buf)
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l := d.buf[d.tail]
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d.buf[d.tail] = Line{} // clear for GC
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d.count--
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return l
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}
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func (d *LineDeque) Front() Line { return d.buf[d.head] }
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func (d *LineDeque) Back() Line {
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return d.buf[(d.tail-1+len(d.buf))%len(d.buf)]
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}
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func (d *LineDeque) Get(i int) *Line {
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return &d.buf[(d.head+i)%len(d.buf)]
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}
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func (d *LineDeque) Set(i int, l Line) {
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d.buf[(d.head+i)%len(d.buf)] = l
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}
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func (d *LineDeque) Clear() {
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for i := 0; i < d.count; i++ {
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d.buf[(d.head+i)%len(d.buf)] = Line{}
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}
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d.head, d.tail, d.count = 0, 0, 0
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}
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type ScrollerPage struct {
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Base
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words []string
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wordIndex int
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lines *LineDeque
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lineHeight int32
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shader *shaderManager.Shader
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activePattern linePattern.LinePattern
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font *fontManager.FontEntry
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spaceWidth int32
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lineCtx *linePattern.LineRenderContext
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colorPattern *colorPattern.ColorPattern
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scrollOffset float32
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scrollY float32
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fontScale float32
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increment float32
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velocity float32
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// Time-based velocity control
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velocityFloor float32
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velocityCeiling float32
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velocityStep float32
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velocityDelay float32
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velocityDirection int
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velocityTimer float32
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velocityState int
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autoVelocity bool
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hold float32
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}
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func (p *ScrollerPage) Init(ctx *PageCtx) error {
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p.increment = 100.0
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p.velocity = 800.0
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p.SetAutoVelocity(true, -4000.0, 4000.0, 100.0, 2.5, 6.0)
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sm := shaderManager.Get()
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fm := fontManager.Get()
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// Get font
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font, ok := fm.GetFont("Scrambled")
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if !ok {
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return fmt.Errorf("unable to fetch font 'Scrambled'")
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}
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p.font = font
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logger.Info("Font name: %s", font.Name)
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p.Base.Init(ctx)
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// Get text shader
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textShader, ok := sm.Get("text")
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if !ok {
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return fmt.Errorf("text shader not found")
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}
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p.shader = textShader
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logger.Info("Shader Program ID: %d", textShader.ProgramID)
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logger.Info("p.shader Program ID: %d", p.shader.ProgramID)
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// Load proclamation words from database
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if err := p.loadProclamations(); err != nil {
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logger.Error("Error loading proclamations: %v", err)
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p.Context.NavigateTo(PROCLAMATIONS)
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return nil
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}
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p.wordIndex = 0
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// Get line pattern from database
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var err error
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linePatternName := p.Base.Context.CfgPtr.LinePattern
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p.activePattern, err = linePattern.Get(linePatternName)
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if err != nil {
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return fmt.Errorf("failed to load line pattern '%s': %w", linePatternName, err)
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}
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// Initialize color pattern
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var baseColors = []sdl.Color{
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colors.Tan,
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colors.PeachPuff,
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colors.LightCyan,
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colors.LightSeaGreen,
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colors.MediumTurquoise,
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colors.DarkCyan,
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colors.MediumPurple,
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}
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p.colorPattern = colorPattern.NewColorPattern(baseColors)
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// Get font sizes from database (optimize: load once, cache as int32)
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// Match the working page's logic exactly:
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p.fontScale = float32(32) / float32(p.Base.Context.CfgPtr.StandardFontSize)
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// Font setup
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nLines := int(float32(p.ScreenHeight) / 32.0) // 32 is your target visual size
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p.lines = NewLineDeque(nLines * 2)
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// Calculate space width using the SCALE ratio, not the font size int
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spaceGlyph, ok := fm.GetGlyph(font.Name, ' ')
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if !ok {
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return fmt.Errorf("failed to get space glyph")
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}
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p.spaceWidth = int32(float32(spaceGlyph.Advance) * p.fontScale)
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// Get line height using the SCALE ratio
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if fm == nil {
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logger.Error("FontManager somehow ended up nil...")
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}
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tmpStrID, _, H, err := fm.NewCreateStringTexture(font.Name, "Mg", p.shader)
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if err != nil {
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return fmt.Errorf("failed to create sample texture: %w", err)
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}
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p.lineHeight = int32(float32(H) * p.fontScale)
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gl.DeleteTextures(1, &tmpStrID)
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p.lineCtx = &linePattern.LineRenderContext{
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ScreenWidth: p.ScreenWidth,
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Font: font,
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FontScale: p.fontScale,
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SpaceWidth: p.spaceWidth,
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}
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// Create initial lines
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for i := 0; i < nLines; i++ {
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if err := p.createLine(i, true); err != nil {
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return fmt.Errorf("failed to create initial line %d: %w", i, err)
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}
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}
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// Audio setup
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audioDeviceName := p.Base.Context.CfgPtr.SelectedAudioDevice
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// Switch audio devices if needed
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if mixer.CurrentDevice() != audioDeviceName {
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if err := mixer.SwitchDevice(audioDeviceName); err != nil {
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} else {
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}
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}
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// Start audio playback
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// selectedAudio := p.Base.Context.CfgPtr.SelectedAudio
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assetsDir := p.Base.Context.CfgPtr.AssetsDir
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audioFile := filepath.Join(assetsDir, "audio/audio.wav")
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logger.Info("Attempting to play %s", audioFile)
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if err := mixer.Play(audioFile, true, p.Base.Context.CfgPtr); err != nil {
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logger.Error("Mixer returned an error: %v", err) // ADD THIS
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}
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currentDevice := mixer.CurrentDevice()
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if currentDevice == "" {
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currentDevice = "default"
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}
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return nil
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}
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// loadProclamations loads selected proclamations from the database
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func (p *ScrollerPage) loadProclamations() error {
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p.words = []string{}
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// Get all selected proclamations from database
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var proclamations []db.Proclamation
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err := p.Context.DbPtr.Where("selected = ?", true).Find(&proclamations).Error
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if err != nil {
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return err
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}
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// Build word list from selected, available proclamations
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for _, proclamation := range proclamations {
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if proclamation.Selected {
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// Split content into words and add to list
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words := strings.Fields(proclamation.Content)
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p.words = append(p.words, words...)
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}
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}
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if len(p.words) == 0 {
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return fmt.Errorf("Failed to load proclamations, no proclamations selected!")
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}
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return nil
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}
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// createLine is a helper to generate a new line at a specific index
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// isInitial determines if this is during initialization (positions from top)
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// or dynamic creation (positions relative to existing lines)
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func (p *ScrollerPage) createLine(index int, isInitial bool) error {
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words := p.activePattern.GetNextLine(p.words, &p.wordIndex, p.lineCtx)
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line := Line{words: []StringItem{}}
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for _, word := range words {
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if word == "" {
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continue
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}
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item, err := NewStringItem(word, p.font, p.colorPattern.Color())
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if err != nil {
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return fmt.Errorf("unable to create string item for word '%s': %w", word, err)
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}
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item.Scale(p.fontScale)
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if len(line.words) > 0 {
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line.width += p.spaceWidth
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}
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line.words = append(line.words, item)
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line.width += item.W
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}
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// Calculate horizontal position (centered)
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startX := p.ScreenCenterX - (line.width / 2)
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// Calculate vertical position
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var baseY int32
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if isInitial {
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baseY = int32(p.scrollY) - int32(p.lineHeight)*int32(index)
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} else {
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baseY = 0 // Will be set by caller based on context
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}
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// Position all words in the line
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for j := range line.words {
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if j == 0 {
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line.words[j].X = startX
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} else {
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line.words[j].X = line.words[j-1].X + line.words[j-1].W + p.spaceWidth
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}
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line.words[j].Y = baseY
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}
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if isInitial {
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p.lines.PushBack(line)
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}
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return nil
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}
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func (p *ScrollerPage) HandleEvent(event *sdl.Event) error {
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switch e := (*event).(type) {
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case *sdl.KeyboardEvent:
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if 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.autoVelocity {
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p.velocity += p.increment
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}
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case sdl.K_DOWN:
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if !p.autoVelocity {
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p.velocity -= p.increment
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}
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case sdl.K_a:
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p.autoVelocity = !p.autoVelocity
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if p.autoVelocity {
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// Reset to initial state when enabling
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p.velocity = p.velocityFloor
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p.velocityDirection = 1
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p.velocityState = 0
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p.velocityTimer = 0.0
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}
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}
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return nil
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}
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return nil
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}
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func (p *ScrollerPage) Update(dt float32) error {
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p.updateAutoVelocity(dt)
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p.scrollOffset += dt * p.velocity
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move := int32(p.scrollOffset)
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if move == 0 {
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return nil
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}
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p.scrollOffset -= float32(move)
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// Move all lines vertically
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for i := 0; i < p.lines.Len(); i++ {
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line := p.lines.Get(i)
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for j := range line.words {
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line.words[j].Y += move
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}
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}
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// Handle line replacement based on scroll direction
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if p.velocity > 0 {
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// Moving up: replace lines that go off top
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for p.lines.Len() > 0 && len(p.lines.Front().words) > 0 && p.lines.Front().words[0].Y > p.ScreenHeight {
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old := p.lines.PopFront()
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for _, word := range old.words {
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gl.DeleteTextures(1, &word.ID)
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}
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if err := p.addLineAtBottom(); err != nil {
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return err
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}
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}
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} else if p.velocity < 0 {
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// Moving down: replace lines that go off bottom
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for p.lines.Len() > 0 {
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back := p.lines.Back()
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if len(back.words) == 0 || back.words[0].Y+back.words[0].H >= 0 {
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break
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}
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old := p.lines.PopBack()
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for _, word := range old.words {
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gl.DeleteTextures(1, &word.ID)
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}
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if err := p.addLineAtTop(); err != nil {
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return err
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}
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}
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}
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return nil
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}
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// addLineAtBottom creates and adds a new line at the bottom of the display
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func (p *ScrollerPage) addLineAtBottom() error {
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newWords := p.activePattern.GetNextLine(p.words, &p.wordIndex, p.lineCtx)
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line := Line{words: []StringItem{}}
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for _, word := range newWords {
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if word == "" {
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continue
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}
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item, err := NewStringItem(word, p.font, p.colorPattern.Color())
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if err != nil {
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return fmt.Errorf("unable to create string item for word '%s': %w", word, err)
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}
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item.Scale(p.fontScale)
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if len(line.words) > 0 {
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line.width += p.spaceWidth
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}
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line.words = append(line.words, item)
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line.width += item.W
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}
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startX := p.ScreenCenterX - (line.width / 2)
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// Position relative to last existing line
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var baseY int32
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if p.lines.Len() > 0 && len(p.lines.Back().words) > 0 {
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baseY = p.lines.Back().words[0].Y - int32(p.lineHeight)
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} else {
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baseY = -int32(p.lineHeight)
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}
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for j := range line.words {
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if j == 0 {
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line.words[j].X = startX
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} else {
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line.words[j].X = line.words[j-1].X + line.words[j-1].W + p.spaceWidth
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}
|
|
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.Scale(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.Base.Context.CfgPtr)
|
|
|
|
// GL cleanup — delete all text textures
|
|
if p.lines != nil {
|
|
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 safely
|
|
if p.lines != nil {
|
|
p.lines = nil
|
|
}
|
|
if p.words != nil {
|
|
p.words = nil
|
|
}
|
|
if p.lineCtx != nil {
|
|
p.lineCtx = nil
|
|
}
|
|
if p.font != nil {
|
|
p.font = nil
|
|
}
|
|
if p.shader != nil {
|
|
p.shader = nil
|
|
}
|
|
if p.colorPattern != 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
|
|
}
|
|
}
|
|
}
|