Files
radiantwave-legacy/internal/page/audioDevices.go
T

325 lines
9.8 KiB
Go

package page
import (
"fmt"
"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"
)
type AudioDevices struct {
Base
font *fontManager.FontEntry
textShader *shaderManager.Shader
solidShader *shaderManager.Shader
title StringItem
prompt StringItem
AudioStatusToggle StringItem
volumePercent StringItem
verticalMargin int32
ItemScale float32
CfgPtr *db.AppConfig
VolumeLabel StringItem
// Volume bar geometry (computed once in layout, reused in render)
volumeBarX int32
volumeBarY int32
volumeBarW int32
volumeBarH int32
}
func (p *AudioDevices) Init(ctx *PageCtx) error {
var err error
p.verticalMargin = int32(20)
// Get font
fm := fontManager.Get()
font, ok := fm.GetFont("Roboto-Regular")
if !ok {
return fmt.Errorf("failed to get font: %w", sdl.GetError())
}
p.font = font
// Get 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())
}
// Initialize base
if err := p.Base.Init(ctx); err != nil {
return fmt.Errorf("base init failed: %w", err)
}
// Get font size from database
baseFontSize := p.Context.CfgPtr.StandardFontSize
// Calculate scales
titleScale := float32(64) / float32(baseFontSize)
p.ItemScale = float32(32) / float32(baseFontSize)
// Create title
p.title, err = NewStringItem("Toggle Audio", p.font, colors.White)
if err != nil {
return fmt.Errorf("creating title: %w", err)
}
p.title.Scale(titleScale)
// Create prompt
p.prompt, err = NewStringItem("Switch On/Off with Enter. Change volume with Left/Right (arrow keys). Setting saves immediately.", p.font, colors.White)
if err != nil {
return fmt.Errorf("creating prompt: %w", err)
}
p.prompt.Scale(p.ItemScale)
if err = p.CreateAudioStatusItem(); err != nil {
logger.Error("failed to create AudioStatusItem in AudioDevices.Init()")
}
if err = p.CreateVolumePercentItem(); err != nil {
logger.Error("failed to create VolumePercentItem in AudioDevices.Init()")
}
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)
p.layout()
return nil
}
func (p *AudioDevices) CreateAudioStatusItem() error {
on := p.Context.CfgPtr.AudioEnabled
statusString := "Turn Audio Off" // The audio is ON
color := colors.Green
if !on {
statusString = "Turn Audio on"
color = colors.Red
}
audioStatusStringItem, err := NewStringItem(statusString, p.font, color)
if err != nil {
return fmt.Errorf("failed to create '%s' string item: %v", statusString, err)
}
fmt.Printf("AudioStatusToggle (%d)", audioStatusStringItem.ID)
audioStatusStringItem.Scale(p.ItemScale)
p.AudioStatusToggle = audioStatusStringItem
return nil
}
// CreateVolumePercentItem creates (or recreates) the percentage label beside the volume bar.
func (p *AudioDevices) CreateVolumePercentItem() error {
// Free the old texture if one exists
if p.volumePercent.ID != 0 {
gl.DeleteTextures(1, &p.volumePercent.ID)
}
pct := int(p.Context.CfgPtr.SavedVolume * 100)
label := fmt.Sprintf("%d%%", pct)
item, err := NewStringItem(label, 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 *AudioDevices) layout() {
// Position title at the top
p.title.X = p.ScreenCenterX - p.title.W/2
p.title.Y = p.ScreenHeight - p.title.H - p.verticalMargin*2
// Position prompt below the title
p.prompt.X = p.ScreenCenterX - p.prompt.W/2
p.prompt.Y = p.title.Y - p.verticalMargin*2 - p.prompt.H
// Position the audio toggle below the prompt, centred
p.AudioStatusToggle.X = p.ScreenCenterX - p.AudioStatusToggle.W/2
p.AudioStatusToggle.Y = p.prompt.Y - p.verticalMargin*2 - p.AudioStatusToggle.H
// Volume bar: narrower (30% of screen width) so the right edge stays visible
barH := p.AudioStatusToggle.H
barW := int32(float32(p.ScreenWidth) * 0.30)
barX := p.ScreenCenterX - barW/2
barY := p.AudioStatusToggle.Y - p.verticalMargin*2 - barH
p.volumeBarX = barX
p.volumeBarY = barY
p.volumeBarW = barW
p.volumeBarH = barH
// "Volume" label: to the LEFT of the bar, vertically centred on it
p.VolumeLabel.X = barX - p.VolumeLabel.W - 20
p.VolumeLabel.Y = barY + (barH-p.VolumeLabel.H)/2
// Percentage label: vertically centred on the bar, small gap to the right
gap := int32(12)
p.volumePercent.X = barX + barW + gap
p.volumePercent.Y = barY + (barH-p.volumePercent.H)/2
}
func (p *AudioDevices) ToggleAudio() {
// Toggle current setting
p.Context.CfgPtr.AudioEnabled = !p.Context.CfgPtr.AudioEnabled
// Update the database
p.Context.DbPtr.Save(p.Context.CfgPtr)
// Update the configuration
p.Context.RefreshConfig()
// Update AudioEnabled UI element
p.CreateAudioStatusItem()
p.layout()
}
// UpdateVolume increments or decrements system volume by level (percent change)
func (p *AudioDevices) UpdateVolume(level int) {
// Calculate the new volume
newVol := mixer.ConvertVolume(level) + p.Context.CfgPtr.SavedVolume
// Check that it's within bounds
if newVol < 0.0 || newVol > 1.0 {
return
}
// Force 1.0 rather than 0.99999999999999989
if newVol > .99 {
newVol = 1.0
}
// Update the config
p.Context.CfgPtr.SavedVolume = newVol
fmt.Printf("New Volume: %f", newVol)
// Update the database
p.Context.DbPtr.Save(&p.Context.CfgPtr)
// Set the new volume
err := mixer.SetAllSinkVolumes(newVol)
if err != nil {
fmt.Printf("Error setting allSinkVolumes: %v", err)
}
// Refresh volume label
if err := p.CreateVolumePercentItem(); err != nil {
logger.Error("failed to refresh volume percent item: %v", err)
}
// Re-position the label (bar geometry is unchanged, but label width may differ)
gap := int32(12)
p.volumePercent.X = p.volumeBarX + p.volumeBarW + gap
p.volumePercent.Y = p.volumeBarY + (p.volumeBarH-p.volumePercent.H)/2
}
func (p *AudioDevices) 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:
p.ToggleAudio()
case sdl.K_RIGHT: // Right increase
p.UpdateVolume(10)
case sdl.K_LEFT: // Left decrease
p.UpdateVolume(-10)
case sdl.K_BACKSPACE:
p.Context.NavigateTo(SETTINGS)
}
return nil
}
// renderVolumeBar draws the green outline and the white filled portion.
func (p *AudioDevices) renderVolumeBar() error {
vol := p.Context.CfgPtr.SavedVolume
// --- White fill (clipped to current volume fraction) ---
fillW := float32(p.volumeBarW) * float32(vol)
if fillW > 0 {
fillPos := mgl32.Vec2{float32(p.volumeBarX), float32(p.volumeBarY)}
fillDim := mgl32.Vec2{fillW, float32(p.volumeBarH)}
if err := p.RenderSolidColorQuad(p.solidShader, fillPos, fillDim, colors.White); err != nil {
return fmt.Errorf("rendering volume fill: %w", err)
}
}
// --- Green outline (4 x thin quads: top, bottom, left, right) ---
thickness := float32(2)
bx := float32(p.volumeBarX)
by := float32(p.volumeBarY)
bw := float32(p.volumeBarW)
bh := float32(p.volumeBarH)
outlineRects := [4][2]mgl32.Vec2{
// bottom edge
{{bx, by}, {bw, thickness}},
// top edge
{{bx, by + bh - thickness}, {bw, thickness}},
// left edge
{{bx, by}, {thickness, bh}},
// right edge
{{bx + bw - thickness}, {thickness, bh}},
}
for _, r := range outlineRects {
if err := p.RenderSolidColorQuad(p.solidShader, r[0], r[1], colors.Green); err != nil {
return fmt.Errorf("rendering volume outline edge: %w", err)
}
}
return nil
}
func (p *AudioDevices) Render() error {
if err := p.RenderTexture(p.textShader, p.title.ID, p.title.Position(), p.title.RawDimensions(), p.title.Color); err != nil {
logger.Error("unable to render title texture: %v", err)
return fmt.Errorf("unable to render title texture: %w", err)
}
if err := p.RenderTexture(p.textShader, p.prompt.ID, p.prompt.Position(), p.prompt.RawDimensions(), p.prompt.Color); err != nil {
logger.Error("unable to render prompt texture: %v", err)
return fmt.Errorf("unable to render prompt texture: %w", err)
}
if err := p.RenderTexture(p.textShader, p.AudioStatusToggle.ID, p.AudioStatusToggle.Position(), p.AudioStatusToggle.RawDimensions(), p.AudioStatusToggle.Color); err != nil {
logger.Error("unable to render audioStatusToggle texture: %v", err)
return fmt.Errorf("unable to render audioStatusToggle texture: %w", err)
}
if err := p.RenderTexture(p.textShader, p.VolumeLabel.ID, p.VolumeLabel.Position(), p.VolumeLabel.RawDimensions(), p.VolumeLabel.Color); err != nil {
logger.Error("unable to render volume label texture: %v", err)
return fmt.Errorf("unable to render volume label texture: %w", err)
}
if err := p.renderVolumeBar(); err != nil {
logger.Error("unable to render volume bar: %v", err)
return fmt.Errorf("unable to 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 {
logger.Error("unable to render volume percent texture: %v", err)
return fmt.Errorf("unable to render volume percent texture: %w", err)
}
return nil
}
func (p *AudioDevices) Destroy() error {
gl.DeleteTextures(1, &p.title.ID)
gl.DeleteTextures(1, &p.prompt.ID)
gl.DeleteTextures(1, &p.volumePercent.ID)
gl.DeleteTextures(1, &p.VolumeLabel.ID)
return nil
}