Files
radiantwave-legacy/internal/page/scrollerPage.go
T
2026-07-27 13:14:37 -05:00

856 lines
22 KiB
Go

package page
import (
"fmt"
"math"
"os"
"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/logger"
"rhemawavetech.com/rhemawave/internal/mixer"
colorPattern "rhemawavetech.com/rhemawave/internal/pattern/color"
linePattern "rhemawavetech.com/rhemawave/internal/pattern/line"
"rhemawavetech.com/rhemawave/internal/shaderManager"
)
const (
defaultProclamationID string = "f3d42354-3197-45e4-9b08-be447f14386d"
proclamationPlayCount int = 20
// defaultProclamationPlayCount int = 1
)
type ScrollerPage struct {
Base
streams []proclamationStream
streamIndex int
// currentAudioFreq is the solfeggio Hz value of whatever track is
// currently playing. 0 means "no specific frequency" (either the
// legacy Selected-AudioFile track, or nothing yet).
currentAudioFreq int
audioRetryTimer float32
audioStarted bool
dynamicAudio bool
lines *LineDeque
lineHeight int32
shader *shaderManager.Shader
activePattern linePattern.LinePattern
font *fontManager.FontEntry
spaceWidth int32
lineCtx *linePattern.LineRenderContext
colorPattern *colorPattern.ColorPattern
scrollOffset float32
scrollY float32
fontScale float32
// Reuse one GL texture per unique word.
wordTextureCache map[string]StringItem
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
// Color palette settings
useColorPalettes bool
}
type ScrollerProclamation struct {
db.Proclamation
colorPattern.ColorPattern
ColorPalette []sdl.Color
}
type Line struct {
words []StringItem
width int32
color sdl.Color // Color for the entire line
}
// proclamationStream tracks one proclamation and how many full loops it should play.
type proclamationStream struct {
name string
words []string
repeat int
completed int
wordIndex int
palette []sdl.Color // Color palette for this proclamation
colorIndex int // Track which color to use next
// frequencyValue is the solfeggio Hz value that should be audible while
// this stream plays. 0 means "no specific frequency" (the default
// proclamation) — entering this stream never changes the audio.
frequencyValue int
}
// 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
}
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)
p.useColorPalettes = true // Default to enabled
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
logger.Debug("Font name: %s", font.Name)
p.Base.Init(ctx)
// Get text shader
textShader, ok := sm.Get("text")
if !ok {
return fmt.Errorf("text shader not found")
}
p.shader = textShader
logger.Debug("Shader Program ID: %d", textShader.ProgramID)
logger.Debug("p.shader Program ID: %d", p.shader.ProgramID)
p.wordTextureCache = make(map[string]StringItem, 256)
// Load proclamation streams from database
if err := p.loadProclamations(); err != nil {
logger.Error("Error loading proclamations: %v", err)
p.Context.NavigateTo(PROCLAMATIONS)
return nil
}
// Get line pattern from database
config, err := db.GetConfig(p.Context.DbPtr)
if err != nil {
panic(err)
}
linePatternName := config.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
baseColors := []sdl.Color{
colors.Tan,
colors.PeachPuff,
colors.LightCyan,
colors.LightSeaGreen,
colors.MediumTurquoise,
colors.DarkCyan,
colors.MediumPurple,
}
p.colorPattern = colorPattern.NewColorPattern(baseColors)
// Font setup
p.fontScale = float32(32) / float32(config.StandardFontSize)
nLines := int(float32(p.ScreenHeight) / 32.0)
p.lines = NewLineDeque(nLines * 2)
// Calculate space width using the scale ratio.
spaceGlyph, ok := fm.GetGlyph(font.Name, ' ')
if !ok {
return fmt.Errorf("failed to get space glyph")
}
p.spaceWidth = int32(float32(spaceGlyph.Advance) * p.fontScale)
// Get line height using the same scale ratio.
tmpStrID, _, H, err := fm.NewCreateStringTexture(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: font,
FontScale: p.fontScale,
SpaceWidth: p.spaceWidth,
}
// Create initial lines
for i := range nLines {
if err := p.createLine(i, true); err != nil {
return fmt.Errorf("failed to create initial line %d: %w", i, err)
}
}
// Read DynamicAudio setting from config.
p.dynamicAudio = config.DynamicAudio
logger.Info("DynamicAudio mode: %v", p.dynamicAudio)
// Start audio for the first proclamation in the stream.
started := false
if len(p.streams) > 0 {
if p.dynamicAudio {
started = p.switchAudioForFrequency(p.streams[0].frequencyValue)
}
}
if !started {
// Non-dynamic mode or frequency-specific file not yet available.
// Play whatever track is marked Selected in the audio_files table.
var selectedAudio db.AudioFile
if err := p.Context.DbPtr.Where("Selected = ?", true).First(&selectedAudio).Error; err != nil {
selectedAudio = db.AudioFile{
Name: "OriginalAudio",
Path: filepath.Join(audioDir(), "OriginalAudio.wav"),
Selected: true,
Order: 0,
}
}
logger.Info("Playing %s", selectedAudio.Path)
if err := mixer.Play(selectedAudio.Path, true, config); err != nil {
logger.Error("Mixer returned an error: %v", err)
}
}
p.audioStarted = started
currentDevice := mixer.CurrentDevice()
if currentDevice == "" {
currentDevice = "default"
}
_ = currentDevice
return nil
}
// loadProclamations loads selected proclamations as stream units (not one giant word list).
func (p *ScrollerPage) loadProclamations() error {
p.streams = p.streams[:0]
// Load all solfeggio frequencies
var frequencies []db.SolfeggioFrequency
if err := p.Context.DbPtr.Find(&frequencies).Error; err != nil {
return fmt.Errorf("failed to load solfeggio frequencies: %v", err)
}
// Create a map of frequency ID to its value
frequencyMap := make(map[int]int)
for _, freq := range frequencies {
frequencyMap[freq.ID] = freq.Value
}
// Map frequency values to their color palettes
frequencyPalettes := map[int][]sdl.Color{
396: colors.Freq_396_Colors[:],
417: colors.Freq_417_Colors[:],
528: colors.Freq_528_Colors[:], // Default proclamation
639: colors.Freq_639_Colors[:],
741: colors.Freq_741_Colors[:],
852: colors.Freq_852_Colors[:],
963: colors.Freq_963_Colors[:],
}
// Load selected proclamations
var selected []db.Proclamation
if err := p.Context.DbPtr.Where("selected = ?", true).Find(&selected).Error; err != nil {
return err
}
// Load default proclamation
var defaultProclamation db.Proclamation
if err := p.Context.DbPtr.Where("ID = ?", defaultProclamationID).First(&defaultProclamation).Error; err != nil {
return err
}
defaultWords := strings.Fields(defaultProclamation.Content)
// Build interleaved stream:
// each selected proclamation repeats N times, then default repeats once.
for _, proclamation := range selected {
// Skip default proclamation if it's in the selected list
if proclamation.ID == defaultProclamationID {
continue
}
words := strings.Fields(proclamation.Content)
if len(words) == 0 {
continue
}
// Get the frequency value for this proclamation
freqValue, ok := frequencyMap[proclamation.SolfeggioFrequencyID]
if !ok {
logger.Warning("No frequency found for proclamation %s, using default palette", proclamation.Name)
freqValue = 528 // Default to 528 if frequency not found
}
// Get the palette for this frequency
palette, ok := frequencyPalettes[freqValue]
if !ok {
logger.Warning("No palette found for frequency %d, using default palette", freqValue)
palette = colors.Freq_528_Colors[:] // Fallback to default palette
}
p.streams = append(p.streams, proclamationStream{
name: proclamation.Name,
words: words,
repeat: proclamationPlayCount,
palette: palette,
colorIndex: 0,
frequencyValue: freqValue,
})
if len(defaultWords) > 0 {
p.streams = append(p.streams, proclamationStream{
name: defaultProclamation.Name,
words: defaultWords,
repeat: 1,
palette: colors.Freq_528_Colors[:], // Default palette for default proclamation
colorIndex: 0,
frequencyValue: 0, // default proclamation never changes audio
})
}
}
// Fallback: if no non-default selected proclamations, at least play default.
if len(p.streams) == 0 && len(defaultWords) > 0 {
p.streams = append(p.streams, proclamationStream{
name: defaultProclamation.Name,
words: defaultWords,
repeat: 1,
palette: colors.Freq_528_Colors[:],
colorIndex: 0,
frequencyValue: 0,
})
}
if len(p.streams) == 0 {
return fmt.Errorf("failed to load proclamations: no proclamation words available")
}
p.streamIndex = 0
return nil
}
// audioDir returns the path to the audio files directory (~/.radiantwave/audio).
func audioDir() string {
home, err := os.UserHomeDir()
if err != nil {
panic(err)
}
return filepath.Join(home, ".radiantwave", "audio")
}
// audioPathForFrequency builds the on-disk path for a solfeggio frequency's
// audio file, e.g. 396 -> "~/.radiantwave/audio/396Hz.wav".
func (p *ScrollerPage) audioPathForFrequency(freq int) string {
return filepath.Join(audioDir(), fmt.Sprintf("%dHz.wav", freq))
}
// switchAudioForFrequency swaps the currently playing track to match freq.
//
// - freq == 0 ("no specific frequency", i.e. the default proclamation) is
// always a no-op — whatever is playing keeps playing.
// - If freq already matches what's playing, nothing happens.
// - If the matching file doesn't exist on disk yet, the current track
// keeps playing untouched (so missing solfeggio audio never causes
// silence — and starts working automatically once the file is added).
// - Otherwise the current track is stopped immediately and freq's track
// starts right away (hard cut, no fade).
//
// Returns true if freq's track is now playing (either just switched, or
// already was).
func (p *ScrollerPage) switchAudioForFrequency(freq int) bool {
if freq == 0 {
return false
}
if freq == p.currentAudioFreq {
return true
}
path := p.audioPathForFrequency(freq)
if _, err := os.Stat(path); err != nil {
logger.Warning("No audio file for %dHz (%s), keeping current track", freq, path)
return false
}
config, err := db.GetConfig(p.Context.DbPtr)
if err != nil {
panic(err)
}
mixer.Stop(3000, config)
if err := mixer.Play(path, true, config); err != nil {
logger.Error("Mixer returned an error: %v", err)
return false
}
p.currentAudioFreq = freq
return true
}
// nextLineWords gets words for the current line and advances proclamation stream when needed.
func (p *ScrollerPage) nextLineWords() []string {
if len(p.streams) == 0 {
return nil
}
s := &p.streams[p.streamIndex]
if len(s.words) == 0 {
p.streamIndex = (p.streamIndex + 1) % len(p.streams)
return p.nextLineWords()
}
prevIdx := s.wordIndex
words := p.activePattern.GetNextLine(s.words, &s.wordIndex, p.lineCtx)
// If word index wraps, one full proclamation pass completed.
if s.wordIndex < prevIdx {
s.completed++
targetRepeats := s.repeat
if targetRepeats <= 0 {
targetRepeats = 1
}
if s.completed >= targetRepeats {
s.completed = 0
s.wordIndex = 0
s.colorIndex = 0 // Reset color index when proclamation restarts
p.streamIndex = (p.streamIndex + 1) % len(p.streams)
if p.dynamicAudio {
next := &p.streams[p.streamIndex]
result := p.switchAudioForFrequency(next.frequencyValue)
p.audioStarted = result || next.frequencyValue == 0
}
}
}
return words
}
// getCachedWord returns a reusable textured StringItem for a word.
func (p *ScrollerPage) getCachedWord(word string) (StringItem, error) {
if cached, ok := p.wordTextureCache[word]; ok {
return cached, nil
}
base, err := NewStringItem(word, p.font, sdl.Color{R: 255, G: 255, B: 255, A: 255})
if err != nil {
return StringItem{}, fmt.Errorf("unable to create cached string item for word '%s': %w", word, err)
}
base.Scale(p.fontScale)
p.wordTextureCache[word] = base
return base, nil
}
// buildLineFromWords builds a line using cached texture IDs and per-instance color/position.
func (p *ScrollerPage) buildLineFromWords(words []string) (Line, error) {
line := Line{words: []StringItem{}}
// Get the current proclamation's color palette
var lineColor sdl.Color
if p.useColorPalettes && len(p.streams) > 0 {
currentStream := &p.streams[p.streamIndex]
if len(currentStream.palette) > 0 {
// Use the current color from the palette
lineColor = currentStream.palette[currentStream.colorIndex]
// Increment color index for the next line
currentStream.colorIndex = (currentStream.colorIndex + 1) % len(currentStream.palette)
} else {
// Fallback to default color if no palette is found
lineColor = p.colorPattern.Color()
}
} else {
// Use the default color pattern if useColorPalettes is false
lineColor = p.colorPattern.Color()
}
for _, word := range words {
if word == "" {
continue
}
cached, err := p.getCachedWord(word)
if err != nil {
return Line{}, err
}
item := cached
item.Color = lineColor // Assign the line color to all words in the line
if len(line.words) > 0 {
line.width += p.spaceWidth
}
line.words = append(line.words, item)
line.width += item.W
}
line.color = lineColor // Store the line color
return line, nil
}
// positionLine sets X/Y for all words in a line.
func (p *ScrollerPage) positionLine(line *Line, baseY int32) {
startX := p.ScreenCenterX - (line.width / 2)
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
}
}
// 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.nextLineWords()
line, err := p.buildLineFromWords(words)
if err != nil {
return err
}
var baseY int32
if isInitial {
baseY = int32(p.scrollY) - int32(p.lineHeight)*int32(index)
} else {
baseY = 0
}
p.positionLine(&line, 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
// }
// }
// return nil
// }
return nil
}
func (p *ScrollerPage) Update(dt float32) error {
p.updateAutoVelocity(dt)
// In dynamic mode, retry audio switch every 5 seconds until the
// frequency-specific file is found. In non-dynamic mode the selected
// file plays continuously — nothing to retry.
if p.dynamicAudio && !p.audioStarted {
p.audioRetryTimer += dt
if p.audioRetryTimer >= 5.0 {
p.audioRetryTimer = 0
if len(p.streams) > 0 {
freq := p.streams[p.streamIndex].frequencyValue
p.audioStarted = p.switchAudioForFrequency(freq) || freq == 0
}
}
}
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 {
_ = p.lines.PopFront() // no texture delete; textures are shared via cache
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
}
_ = p.lines.PopBack() // no texture delete; textures are shared via cache
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.nextLineWords()
line, err := p.buildLineFromWords(newWords)
if err != nil {
return err
}
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)
}
p.positionLine(&line, 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.nextLineWords()
line, err := p.buildLineFromWords(newWords)
if err != nil {
return err
}
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
}
p.positionLine(&line, 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
}
config, err := db.GetConfig(p.Context.DbPtr)
if err != nil {
panic(err)
}
mixer.Stop(3000, config)
// Delete each cached word texture exactly once.
for k, item := range p.wordTextureCache {
if item.ID != 0 {
id := item.ID
gl.DeleteTextures(1, &id)
}
delete(p.wordTextureCache, k)
}
gl.Flush()
// Drop references for GC safely
p.lines = nil
p.streams = nil
p.lineCtx = nil
p.font = nil
p.shader = nil
p.colorPattern = nil
p.wordTextureCache = 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
}
// SetUseColorPalettes enables or disables the use of color palettes for lines.
func (p *ScrollerPage) SetUseColorPalettes(enabled bool) {
p.useColorPalettes = enabled
}
// 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
}
}
}