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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include "app_state.h"
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#include "home.h"
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#include "provisioning.h"
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#include "logger/logger.h"
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namespace
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{
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// How long audio fades out before the app tears down on quit. Only applied
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// when audio is actually playing; otherwise quitting is immediate.
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constexpr float kQuitFadeSeconds = 5.0f;
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} // anonymous namespace
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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// Initialize text logger
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radiantwave::logger::Logger::instance().initialize();
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radiantwave::logger::Logger::instance().info("System", "RadiantWave Kiosk starting up");
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if (!SDL_Init(SDL_INIT_VIDEO))
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{
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std::string err = SDL_GetError();
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radiantwave::logger::Logger::instance().fatal("Graphics",
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"Screen display initialization failed. Please verify graphics hardware and display connections (SDL_Init error: " + err + ")");
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SDL_Log("Failed to initialize SDL: %s", err.c_str());
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return SDL_APP_FAILURE;
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}
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auto *state = new AppState{};
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// SDL_WINDOW_FULLSCREEN fills the desktop's native resolution, so the
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// compositor never has to scale the moving scroller (scaling moving text
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// causes flicker).
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state->window = SDL_CreateWindow("RadiantWave", 1920, 1080, SDL_WINDOW_FULLSCREEN);
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if (!state->window)
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{
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SDL_Log("Failed to create window: %s", SDL_GetError());
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delete state;
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return SDL_APP_FAILURE;
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}
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state->renderer = SDL_CreateRenderer(state->window, nullptr);
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if (!state->renderer)
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{
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SDL_Log("Failed to create renderer: %s", SDL_GetError());
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delete state;
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return SDL_APP_FAILURE;
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}
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// Present on the display's refresh. Without VSync the kiosk panel tears
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// fast-scrolling text into horizontal bands that flicker as the text moves.
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if (!SDL_SetRenderVSync(state->renderer, 1)) {
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radiantwave::logger::Logger::instance().warning("Graphics",
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"VSync could not be enabled; scrolling text may tear (VSync error: " + std::string(SDL_GetError()) + ")");
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}
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SDL_HideCursor();
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// Initialize configuration, database, and network manager
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if (!state->config.initialize()) {
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radiantwave::logger::Logger::instance().warning("Config",
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"Settings file could not be loaded. Default settings will be used (Config initialization failed at ~/.local/radiantwave/config.yaml)");
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} else {
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radiantwave::logger::Logger::instance().info("Config", "Configuration initialized successfully");
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}
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if (!state->db.initialize()) {
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radiantwave::logger::Logger::instance().error("Database",
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"Database storage unavailable. App features may be limited (Database initialization failed at ~/.local/radiantwave/radiantwave.db)");
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} else {
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radiantwave::logger::Logger::instance().info("Database", "Database initialized and schema migrated");
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}
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if (!state->network.initialize()) {
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radiantwave::logger::Logger::instance().warning("Network",
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"WiFi network management is unavailable. Check if NetworkManager is running (D-Bus connection to org.freedesktop.NetworkManager failed)");
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} else {
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radiantwave::logger::Logger::instance().info("Network", "NetworkManager service connected");
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}
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if (!state->audio.initialize(state->config)) {
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radiantwave::logger::Logger::instance().warning("Audio",
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"Audio playback is unavailable. Check sound hardware connections (SDL3_mixer initialization failed)");
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} else {
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radiantwave::logger::Logger::instance().info("Audio", "Audio subsystem initialized");
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}
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// Background download of audio assets. The worker keeps retrying until
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// internet is available, so downloads start automatically on connect.
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// The downloaded files are reconciled into the database's audio_files table.
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state->audioDownloader.start(state->db);
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// Background license validation. Home triggers a refresh whenever it is
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// displayed; the result gates access to Play and the Proclamation options.
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state->licenseTracker.start(state->db);
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state->config.onChanged([state](const radiantwave::config::AppConfig& new_config) {
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SDL_Log("Live config update received: volume=%d, dynamic_audio=%d",
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new_config.audio.volume, new_config.audio.dynamic_audio ? 1 : 0);
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state->db.logEvent("INFO", "Config", "Live configuration hot-reloaded");
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});
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state->keybinds.bind(SDLK_TAB, "home", [state]() {
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while (state->pages.depth() > 0) {
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state->pages.pop(*state);
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}
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state->pages.push(*state, std::make_unique<Home>());
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});
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state->keybinds.bind(SDLK_UP, "menu_up", [state]() {
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state->currentMenuItem = (state->currentMenuItem + 1) % 2;
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});
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state->keybinds.bind(SDLK_DOWN, "menu_down", [state]() {
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state->currentMenuItem = (state->currentMenuItem + 1) % 2;
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});
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// Drive the First-Run walkthrough: shows the WiFi page when the internet
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// is unreachable, then the email and license pages when those are missing,
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// finishing on Home. The internet check is a real connectivity probe
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// (Ethernet, WiFi, or macOS all work), so it never traps a connected
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// device on the WiFi page.
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radiantwave::provisioning::begin(*state);
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*appstate = state;
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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auto &state = *static_cast<AppState *>(appstate);
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if (event->type == SDL_EVENT_QUIT)
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{
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state.quitRequested = true;
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}
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if (!state.keybinds.handleEvent(*event)) {
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state.pages.handleEvent(*event);
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}
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if (state.quitRequested && state.quitFadeRemaining <= 0.0f)
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{
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// Graceful shutdown: start the audio fade-out and keep the loop
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// running until it completes, then let SDL_AppQuit tear everything
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// down. When nothing is playing there is nothing to fade and quitting
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// is immediate.
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if (state.audio.stopTrackFadeOut(kQuitFadeSeconds))
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{
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state.quitFadeRemaining = kQuitFadeSeconds;
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return SDL_APP_CONTINUE;
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}
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return SDL_APP_SUCCESS;
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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auto &state = *static_cast<AppState *>(appstate);
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Uint64 nowTicks = SDL_GetTicks();
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static Uint64 lastTicks = nowTicks;
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float dt = static_cast<float>(nowTicks - lastTicks) / 1000.0f;
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if (dt > 0.1f) dt = 0.1f;
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lastTicks = nowTicks;
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state.pages.update(dt);
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if (state.quitFadeRemaining > 0.0f)
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{
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state.quitFadeRemaining -= dt;
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if (state.quitFadeRemaining <= 0.0f)
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{
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return SDL_APP_SUCCESS;
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}
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}
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SDL_SetRenderDrawColor(state.renderer, 30, 30, 46, 255);
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SDL_RenderClear(state.renderer);
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state.pages.render(state.renderer);
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SDL_RenderPresent(state.renderer);
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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auto *state = static_cast<AppState *>(appstate);
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if (state) {
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state->audioDownloader.shutdown();
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state->licenseTracker.shutdown();
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state->audio.shutdown();
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state->network.shutdown();
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state->config.shutdown();
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state->db.close();
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SDL_DestroyRenderer(state->renderer);
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SDL_DestroyWindow(state->window);
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delete state;
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}
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SDL_Quit();
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}
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