Files
radiantwave-legacy/internal/page/AudioOptions.go
T
NeilClack 2735af5fbb refactor: remove cached AppConfig pointer and read configuration directly from DB
Replace in-memory atomic AppConfig caching with direct DB queries via db.GetConfig
across application and page layers. This simplifies state management and ensures
all components always operate on the latest persisted configuration.

Key changes:
- Remove Application.Config atomic cache and refreshCache mechanism
- Eliminate PageCtx.CfgPtr and pass DB handle instead
- Replace all cfg reads with db.GetConfig(app.DB)
- Update mixer, audio, UI pages, and initialization paths accordingly
- Explicitly set AppConfig table name to avoid GORM pluralization issues
- Reduce DB connection pooling (SetMaxIdleConns(1))
- Standardize application font to SpaceMonoNerdFont-Regular
- Lower default audio volume (1.0 → 0.2)
- Add Unicode checkmark glyph to font map

Behavioral impact:
- Configuration is no longer cached in memory
- Every config access now hits the DB (more consistent, slightly more overhead)
2026-06-26 22:51:32 -05:00

602 lines
19 KiB
Go

package page
import (
"fmt"
"math"
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/go-gl/mathgl/mgl32"
"github.com/veandco/go-sdl2/sdl"
"rhemawavetech.com/rhemawave/internal/colors"
"rhemawavetech.com/rhemawave/internal/db"
"rhemawavetech.com/rhemawave/internal/fontManager"
"rhemawavetech.com/rhemawave/internal/logger"
"rhemawavetech.com/rhemawave/internal/mixer"
"rhemawavetech.com/rhemawave/internal/shaderManager"
)
// focusToggle is the sentinel focusState value meaning the audio on/off toggle
// row has keyboard focus. Device indices (0..n-1) are used for everything below.
const focusToggle = -1
// AudioFileList is kept as the canonical seed data for the audio_files table.
// Track selection UI no longer lives on this page, but other parts of the
// app still read these rows from the database.
var AudioFileList = []db.AudioFile{
{ID: 14, Name: "Original Audio", Path: "OriginalAudio.wav", Selected: false, Order: 1},
{ID: 1, Name: "174 Hz", Path: "174Hz.wav", Selected: false, Order: 2},
{ID: 2, Name: "396 Hz", Path: "396Hz.wav", Selected: false, Order: 3},
{ID: 3, Name: "417 Hz", Path: "417Hz.wav", Selected: false, Order: 4},
{ID: 4, Name: "432 Hz", Path: "432Hz.wav", Selected: false, Order: 5},
{ID: 5, Name: "639 Hz", Path: "639Hz.wav", Selected: false, Order: 6},
{ID: 6, Name: "741 Hz", Path: "741Hz.wav", Selected: false, Order: 7},
{ID: 7, Name: "852 Hz", Path: "852Hz.wav", Selected: false, Order: 8},
{ID: 8, Name: "963 Hz", Path: "963Hz.wav", Selected: false, Order: 9},
{ID: 9, Name: "1111 Hz", Path: "1111Hz.wav", Selected: false, Order: 10},
{ID: 10, Name: "14 Hz Binaural Beat", Path: "14Hz_Binaural.wav", Selected: false, Order: 11},
{ID: 11, Name: "40 Hz Binaural Beat", Path: "40Hz_Binaural.wav", Selected: false, Order: 12},
{ID: 12, Name: "Alpha Waves", Path: "AlphaWaves.wav", Selected: false, Order: 13},
{ID: 13, Name: "Pineal Gland", Path: "PinealGland.wav", Selected: false, Order: 14},
}
const triangleSize = float32(16)
type AudioDevice struct {
Label string
ID uint32
index int
}
type AudioOptions struct {
// Page Attributes
Base
font *fontManager.FontEntry
textShader *shaderManager.Shader
solidShader *shaderManager.Shader
CfgPtr *db.AppConfig
// Page Textures
title StringItem
prompt StringItem
// Layout
verticalMargin int32
ItemScale float32
// Audio toggle
AudioStatusToggle StringItem
// Audio Devices
activeDeviceIndex int
NumAudioDevices int
AudioDevices []AudioDevice
AudioDeviceTextures []StringItem
// Volume row
VolumeLabel StringItem
volumePercent StringItem
volumeBarX int32
volumeBarY int32
volumeBarW int32
volumeBarH int32
// Triangle cursor
triVAO uint32
triVBO uint32
triX float32
triCenterY float32
spinElapsed float32
// Focus: focusToggle (-1) = toggle row, 0..n-1 = device at that index
focusState int
}
// ── Init ──────────────────────────────────────────────────────────────────────
func (p *AudioOptions) Init(ctx *PageCtx) error {
var err error
p.verticalMargin = int32(20)
p.focusState = focusToggle
// Font
fm := fontManager.Get()
font, ok := fm.GetFont("SpaceMonoNerdFont-Regular")
if !ok {
return fmt.Errorf("failed to get font: %w", sdl.GetError())
}
p.font = font
// Shaders
sm := shaderManager.Get()
p.textShader, ok = sm.Get("text")
if !ok {
return fmt.Errorf("failed to get text shader: %w", sdl.GetError())
}
p.solidShader, ok = sm.Get("solid_color")
if !ok {
return fmt.Errorf("failed to get solid_color shader: %w", sdl.GetError())
}
if err = p.Base.Init(ctx); err != nil {
return fmt.Errorf("base init failed: %w", err)
}
config, err := db.GetConfig(p.Context.DbPtr)
if err != nil {
panic(err)
}
baseFontSize := config.StandardFontSize
titleScale := float32(64) / float32(baseFontSize)
p.ItemScale = float32(32) / float32(baseFontSize)
// Title
p.title, err = NewStringItem("Audio Options", p.font, colors.White)
if err != nil {
return fmt.Errorf("creating title: %w", err)
}
p.title.Scale(titleScale)
// Prompt
p.prompt, err = NewStringItem(
"Enter to select -- Up/Down to navigate -- Left/Right to change volume -- Backspace to go back",
p.font, colors.White,
)
if err != nil {
return fmt.Errorf("creating prompt: %w", err)
}
p.prompt.Scale(p.ItemScale)
// Volume row
p.VolumeLabel, err = NewStringItem("Volume", p.font, colors.White)
if err != nil {
return fmt.Errorf("creating volume label: %w", err)
}
p.VolumeLabel.Scale(p.ItemScale)
if err = p.CreateVolumePercentItem(); err != nil {
logger.Error("failed to create VolumePercentItem in AudioOptions.Init()")
}
// Audio toggle
if err = p.CreateAudioStatusItem(); err != nil {
logger.Error("failed to create AudioStatusItem in AudioOptions.Init()")
}
// Audio output devices
if err = p.GetAudioDevices(); err != nil {
logger.Error("failed to enumerate audio devices: %v", err)
}
// Set active device index based on mixer's current device
currentName := mixer.CurrentDevice()
for i, dev := range p.AudioDevices {
if dev.Label == currentName {
p.activeDeviceIndex = i
break
}
}
// Make sure the audio_files table is populated.
if err = p.seedAudioFiles(); err != nil {
logger.Error("failed to seed audio files: %v", err)
}
// Triangle cursor VAO/VBO — stride is vec2 only, no tex coords
triVerts := []float32{
0.5, 0.0,
-0.5, 0.5,
-0.5, -0.5,
}
gl.GenVertexArrays(1, &p.triVAO)
gl.GenBuffers(1, &p.triVBO)
gl.BindVertexArray(p.triVAO)
gl.BindBuffer(gl.ARRAY_BUFFER, p.triVBO)
gl.BufferData(gl.ARRAY_BUFFER, len(triVerts)*4, gl.Ptr(triVerts), gl.STATIC_DRAW)
gl.EnableVertexAttribArray(0)
gl.VertexAttribPointerWithOffset(0, 2, gl.FLOAT, false, 2*4, 0)
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BindVertexArray(0)
p.layout()
return nil
}
// seedAudioFiles ensures the audio_files table has its default rows.
func (p *AudioOptions) seedAudioFiles() error {
var existing []db.AudioFile
if err := p.Context.DbPtr.Find(&existing).Error; err != nil {
return err
}
if len(existing) == 0 {
return p.Context.DbPtr.Save(&AudioFileList).Error
}
return nil
}
// ── Audio status toggle ───────────────────────────────────────────────────────
func (p *AudioOptions) CreateAudioStatusItem() error {
config, err := db.GetConfig(p.Context.DbPtr)
if err != nil {
panic(err)
}
on := config.AudioEnabled
statusString := "Turn Audio On"
color := colors.Green
if on {
statusString = "Turn Audio Off"
color = colors.Red
}
item, err := NewStringItem(statusString, p.font, color)
if err != nil {
return fmt.Errorf("failed to create '%s' string item: %v", statusString, err)
}
item.Scale(p.ItemScale)
p.AudioStatusToggle = item
return nil
}
// ── Audio Output Devices ──────────────────────────────────────────────────────
func (p *AudioOptions) GetAudioDevices() error {
numAudioDevices := sdl.GetNumAudioDevices(false)
if numAudioDevices == 0 {
return nil
}
// Pre-allocate with zero length so append doesn't produce leading zero-value
// elements (the old code used make([]AudioDevice, n) then appended, which
// doubled the slice length with n zero-value entries at the front).
audioDevices := make([]AudioDevice, 0, numAudioDevices)
for i := range numAudioDevices {
label := sdl.GetAudioDeviceName(i, false)
audioDevices = append(audioDevices, AudioDevice{Label: label, ID: uint32(i)})
}
p.AudioDevices = audioDevices
for i := range audioDevices {
item, err := NewStringItem(p.AudioDevices[i].Label, p.font, colors.White)
if err != nil {
return err
}
item.Scale(p.ItemScale)
p.AudioDeviceTextures = append(p.AudioDeviceTextures, item)
}
p.NumAudioDevices = numAudioDevices
return nil
}
// SelectAudioDevice is called when the user confirms a device from the list.
// The device-switching implementation goes here; for now we just log the choice.
func (p *AudioOptions) SelectAudioDevice(deviceIndex int) error {
if deviceIndex < 0 || deviceIndex >= len(p.AudioDevices) {
return fmt.Errorf("invalid device index: %d", deviceIndex)
}
device := p.AudioDevices[deviceIndex]
if err := mixer.SwitchDevice(device.Label); err != nil {
return fmt.Errorf("failed to switch to device %s: %w", device.Label, err)
}
p.activeDeviceIndex = deviceIndex
return nil
}
// ── Volume ────────────────────────────────────────────────────────────────────
func (p *AudioOptions) CreateVolumePercentItem() error {
if p.volumePercent.ID != 0 {
gl.DeleteTextures(1, &p.volumePercent.ID)
}
config, err := db.GetConfig(p.Context.DbPtr)
if err != nil {
panic(err)
}
pct := int(config.SavedVolume * 100)
item, err := NewStringItem(fmt.Sprintf("%d%%", pct), p.font, colors.White)
if err != nil {
return fmt.Errorf("failed to create volume percent item: %v", err)
}
item.Scale(p.ItemScale)
p.volumePercent = item
return nil
}
func (p *AudioOptions) UpdateVolume(level int) {
config, err := db.GetConfig(p.Context.DbPtr)
if err != nil {
panic(err)
}
newVol := mixer.ConvertVolume(level) + config.SavedVolume
if newVol < 0.0 || newVol > 1.0 {
return
}
if newVol > .99 {
newVol = 1.0
}
config.SavedVolume = newVol
p.Context.DbPtr.Save(&config)
if err := mixer.SetAllSinkVolumes(newVol); err != nil {
logger.Error("Error setting allSinkVolumes: %v", err)
}
if err := p.CreateVolumePercentItem(); err != nil {
logger.Error("failed to refresh volume percent item: %v", err)
}
gap := int32(12)
p.volumePercent.X = p.volumeBarX + p.volumeBarW + gap
p.volumePercent.Y = p.volumeBarY + (p.volumeBarH-p.volumePercent.H)/2
}
// ── Layout ────────────────────────────────────────────────────────────────────
func (p *AudioOptions) layout() {
config, err := db.GetConfig(p.Context.DbPtr)
if err != nil {
panic(err)
}
// Title
p.title.X = p.ScreenCenterX - p.title.W/2
p.title.Y = p.ScreenHeight - p.title.H - p.verticalMargin*2
// Prompt
p.prompt.X = p.ScreenCenterX - p.prompt.W/2
p.prompt.Y = p.title.Y - p.verticalMargin - p.prompt.H
// Volume row
barH := int32(float32(config.StandardFontSize) * p.ItemScale)
barW := int32(float32(p.ScreenWidth) * 0.30)
barX := p.ScreenCenterX - barW/2
barY := p.prompt.Y - p.verticalMargin*2 - barH
p.volumeBarX = barX
p.volumeBarY = barY
p.volumeBarW = barW
p.volumeBarH = barH
p.VolumeLabel.X = barX - p.VolumeLabel.W - 20
p.VolumeLabel.Y = barY + (barH-p.VolumeLabel.H)/2
gap := int32(12)
p.volumePercent.X = barX + barW + gap
p.volumePercent.Y = barY + (barH-p.volumePercent.H)/2
// Audio toggle — centred below the volume row
p.AudioStatusToggle.X = p.ScreenCenterX - p.AudioStatusToggle.W/2
p.AudioStatusToggle.Y = barY - p.verticalMargin*3 - p.AudioStatusToggle.H
// Device list — each item centred and stacked below the toggle
nextY := p.AudioStatusToggle.Y - p.verticalMargin
for i := range p.AudioDeviceTextures {
item := &p.AudioDeviceTextures[i]
item.X = p.ScreenCenterX - item.W/2
item.Y = nextY - item.H
nextY = item.Y - p.verticalMargin
}
// Reposition the triangle cursor for whatever row currently has focus
p.updateCursorPosition()
}
// updateCursorPosition moves triX / triCenterY to sit just left of the
// focused row. Call this any time focusState changes or layout() reruns.
func (p *AudioOptions) updateCursorPosition() {
cursorGap := int32(12)
var item *StringItem
switch {
case p.focusState == focusToggle:
item = &p.AudioStatusToggle
case p.focusState >= 0 && p.focusState < len(p.AudioDeviceTextures):
item = &p.AudioDeviceTextures[p.focusState]
default:
return
}
p.triX = float32(item.X) - triangleSize - float32(cursorGap)
p.triCenterY = float32(item.Y) + float32(item.H)/2
}
// ── Toggle ────────────────────────────────────────────────────────────────────
func (p *AudioOptions) ToggleAudio() {
config, err := db.GetConfig(p.Context.DbPtr)
if err != nil {
panic(err)
}
config.AudioEnabled = !config.AudioEnabled
p.Context.DbPtr.Save(config)
p.Context.RefreshConfig()
p.CreateAudioStatusItem()
p.layout()
}
// ── Events ────────────────────────────────────────────────────────────────────
func (p *AudioOptions) HandleEvent(event *sdl.Event) error {
e, ok := (*event).(*sdl.KeyboardEvent)
if !ok || e.Type != sdl.KEYDOWN {
return nil
}
switch e.Keysym.Sym {
case sdl.K_RETURN:
if p.focusState == focusToggle {
p.ToggleAudio()
} else if p.focusState >= 0 && p.focusState < len(p.AudioDevices) {
if err := p.SelectAudioDevice(p.focusState); err != nil {
logger.Error("SelectAudioDevice: %v", err)
}
}
case sdl.K_DOWN:
if p.focusState == focusToggle {
if len(p.AudioDeviceTextures) > 0 {
p.focusState = 0
p.updateCursorPosition()
}
} else if p.focusState < len(p.AudioDeviceTextures)-1 {
p.focusState++
p.updateCursorPosition()
}
case sdl.K_UP:
if p.focusState == 0 {
p.focusState = focusToggle
p.updateCursorPosition()
} else if p.focusState > 0 {
p.focusState--
p.updateCursorPosition()
}
case sdl.K_RIGHT:
p.UpdateVolume(10)
case sdl.K_LEFT:
p.UpdateVolume(-10)
case sdl.K_BACKSPACE:
p.Context.NavigateTo(SETTINGS)
}
return nil
}
// ── Update ────────────────────────────────────────────────────────────────────
func (p *AudioOptions) Update(dt float32) error {
p.spinElapsed += dt
if p.spinElapsed >= 1.0 {
p.spinElapsed -= 1.0
}
return nil
}
// ── Render helpers ────────────────────────────────────────────────────────────
func (p *AudioOptions) renderVolumeBar() error {
config, err := db.GetConfig(p.Context.DbPtr)
if err != nil {
panic(err)
}
vol := config.SavedVolume
fillW := float32(p.volumeBarW) * float32(vol)
if fillW > 0 {
if err := p.RenderSolidColorQuad(
p.solidShader,
mgl32.Vec2{float32(p.volumeBarX), float32(p.volumeBarY)},
mgl32.Vec2{fillW, float32(p.volumeBarH)},
colors.White,
); err != nil {
return fmt.Errorf("rendering volume fill: %w", err)
}
}
thickness := float32(2)
bx := float32(p.volumeBarX)
by := float32(p.volumeBarY)
bw := float32(p.volumeBarW)
bh := float32(p.volumeBarH)
outlineRects := [4][2]mgl32.Vec2{
{{bx, by}, {bw, thickness}},
{{bx, by + bh - thickness}, {bw, thickness}},
{{bx, by}, {thickness, bh}},
{{bx + bw - thickness, by}, {thickness, bh}}, // fix: was missing `by` as Y component
}
for _, r := range outlineRects {
if err := p.RenderSolidColorQuad(p.solidShader, r[0], r[1], colors.Green); err != nil {
return fmt.Errorf("rendering volume outline: %w", err)
}
}
return nil
}
// renderCursor draws the spinning triangle cursor next to the focused row.
func (p *AudioOptions) renderCursor() error {
scaleY := float32(math.Cos(2 * math.Pi * float64(p.spinElapsed)))
model := mgl32.Ident4()
model = model.Mul4(mgl32.Translate3D(p.triX+triangleSize/2, p.triCenterY, 0))
model = model.Mul4(mgl32.Scale3D(triangleSize, triangleSize*scaleY, 1))
mvp := p.Projection.Mul4(model)
gl.UseProgram(p.solidShader.ProgramID)
gl.UniformMatrix4fv(p.solidShader.LocMVPMatrix, 1, false, &mvp[0])
gl.Uniform4f(
p.solidShader.LocColor,
float32(colors.White.R)/255.0,
float32(colors.White.G)/255.0,
float32(colors.White.B)/255.0,
float32(colors.White.A)/255.0,
)
gl.BindVertexArray(p.triVAO)
gl.DrawArrays(gl.TRIANGLES, 0, 3)
gl.BindVertexArray(0)
gl.UseProgram(0)
return nil
}
// ── Render ────────────────────────────────────────────────────────────────────
func (p *AudioOptions) Render() error {
if err := p.RenderTexture(p.textShader, p.title.ID, p.title.Position(), p.title.RawDimensions(), p.title.Color); err != nil {
return fmt.Errorf("render title: %w", err)
}
if err := p.RenderTexture(p.textShader, p.prompt.ID, p.prompt.Position(), p.prompt.RawDimensions(), p.prompt.Color); err != nil {
return fmt.Errorf("render prompt: %w", err)
}
// Volume row
if err := p.RenderTexture(p.textShader, p.VolumeLabel.ID, p.VolumeLabel.Position(), p.VolumeLabel.RawDimensions(), p.VolumeLabel.Color); err != nil {
return fmt.Errorf("render volume label: %w", err)
}
if err := p.renderVolumeBar(); err != nil {
return fmt.Errorf("render volume bar: %w", err)
}
if err := p.RenderTexture(p.textShader, p.volumePercent.ID, p.volumePercent.Position(), p.volumePercent.RawDimensions(), p.volumePercent.Color); err != nil {
return fmt.Errorf("render volume percent: %w", err)
}
// Toggle
if err := p.RenderTexture(p.textShader, p.AudioStatusToggle.ID, p.AudioStatusToggle.Position(), p.AudioStatusToggle.RawDimensions(), p.AudioStatusToggle.Color); err != nil {
return fmt.Errorf("render audio toggle: %w", err)
}
// Device list
for i := range p.AudioDeviceTextures {
item := &p.AudioDeviceTextures[i]
color := colors.White
if i == p.activeDeviceIndex {
color = colors.Green
}
if err := p.RenderTexture(p.textShader, item.ID, item.Position(), item.RawDimensions(), color); err != nil {
return fmt.Errorf("render audio device %d: %w", i, err)
}
}
// Spinning triangle cursor — always on top
if err := p.renderCursor(); err != nil {
return fmt.Errorf("render cursor: %w", err)
}
return nil
}
// ── Destroy ───────────────────────────────────────────────────────────────────
func (p *AudioOptions) Destroy() error {
gl.DeleteTextures(1, &p.title.ID)
gl.DeleteTextures(1, &p.prompt.ID)
gl.DeleteTextures(1, &p.VolumeLabel.ID)
gl.DeleteTextures(1, &p.volumePercent.ID)
gl.DeleteTextures(1, &p.AudioStatusToggle.ID)
for i := range p.AudioDeviceTextures {
gl.DeleteTextures(1, &p.AudioDeviceTextures[i].ID)
}
gl.DeleteBuffers(1, &p.triVBO)
gl.DeleteVertexArrays(1, &p.triVAO)
return nil
}