Files
radiantwave/archive/internal/page/licenseKeyPage.go
T
2026-08-07 14:51:41 -05:00

460 lines
14 KiB
Go

package page
import (
"fmt"
"os"
"path/filepath"
"strings"
"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/shaderManager"
)
type LicenseKeyPage struct {
Base
title string
titleTextureID uint32
titleTextureWidth int32
titleTextureHeight int32
currentLicenseDisplayTextureID uint32
currentLicenseDisplayTextureWidth int32
currentLicenseDisplayTextureHeight int32
inputText string
inputTextTextureID uint32
inputTextTextureWidth int32
inputTextTextureHeight int32
// Error message handling
errorMessage string
errorTextureID uint32
errorTextureWidth int32
errorTextureHeight int32
// isFirstTimeSetup tracks whether page was loaded empty (first-time setup)
isFirstTimeSetup bool
// Text input deduplication
textInputSupported bool
}
// Init performs basic page initialization and creation of static assets.
func (p *LicenseKeyPage) Init(ctx *PageCtx) error {
if err := p.Base.Init(ctx); err != nil {
return fmt.Errorf("failed base page initialization: %w", err)
}
p.title = "License Key"
// Get application font from database
applicationFont := "SpaceMonoNerdFont-Regular"
fm := fontManager.Get()
textShader, ok := shaderManager.Get().Get("text")
if !ok {
return fmt.Errorf("unable to fetch text shader")
}
// Create title texture
titleTextureID, titleWidth, titleHeight, err := fm.CreateStringTexture(applicationFont, p.title, textShader)
if err != nil {
return fmt.Errorf("failed to create title texture: %w", err)
}
if titleTextureID == 0 {
return fmt.Errorf("CreateStringTexture returned a nil texture ID")
}
p.titleTextureID = titleTextureID
p.titleTextureWidth = titleWidth
p.titleTextureHeight = titleHeight
// Load existing license key from database
config, err := db.GetConfig(p.Context.DbPtr)
if err != nil {
panic(err)
}
licenseKey := config.LicenseKey
if licenseKey != "" {
p.inputText = licenseKey
p.isFirstTimeSetup = false
// Create current license key display texture
currentLicenseText := fmt.Sprintf("Current License Key: %s", licenseKey)
currentLicenseTextureID, currentLicenseWidth, currentLicenseHeight, err := fm.CreateStringTexture(applicationFont, currentLicenseText, textShader)
if err != nil {
return fmt.Errorf("failed to create current license display texture: %w", err)
}
if currentLicenseTextureID == 0 {
return fmt.Errorf("CreateStringTexture returned a nil texture ID for current license display")
}
p.currentLicenseDisplayTextureID = currentLicenseTextureID
p.currentLicenseDisplayTextureWidth = currentLicenseWidth
p.currentLicenseDisplayTextureHeight = currentLicenseHeight
} else {
p.inputText = ""
p.isFirstTimeSetup = true
}
sdl.StartTextInput()
return nil
}
// formatLicenseKey formats the input string with dashes every 4 characters
// and limits to 16 alphanumeric characters (not counting dashes)
func formatLicenseKey(input string) string {
// Remove all dashes and non-alphanumeric characters
cleaned := strings.Map(func(r rune) rune {
if (r >= 'a' && r <= 'z') || (r >= 'A' && r <= 'Z') || (r >= '0' && r <= '9') {
return r
}
return -1
}, input)
// Limit to 16 characters
if len(cleaned) > 16 {
cleaned = cleaned[:16]
}
// Insert dashes every 4 characters
var result strings.Builder
for i, char := range cleaned {
if i > 0 && i%4 == 0 {
result.WriteRune('-')
}
result.WriteRune(char)
}
return result.String()
}
// HandleEvent processes SDL events and handles them appropriately for the LicenseKeyPage.
func (p *LicenseKeyPage) HandleEvent(event *sdl.Event) error {
actualEvent := *event
if !sdl.IsTextInputActive() {
sdl.StartTextInput()
}
switch e := actualEvent.(type) {
case *sdl.TextInputEvent:
if !p.textInputSupported {
// First TextInputEvent: the keyboard fallback already
// handled this character, so just record that text input
// is supported and skip the duplicate append.
p.textInputSupported = true
} else {
// Add the new character and reformat
p.inputText += e.GetText()
p.inputText = formatLicenseKey(p.inputText)
// Clear error when user starts typing
p.errorMessage = ""
}
case *sdl.KeyboardEvent:
if e.Type == sdl.KEYDOWN {
switch e.Keysym.Sym {
case sdl.K_ESCAPE:
// Block escape during first-time setup
if p.isFirstTimeSetup {
return nil
}
// Allow escape back to settings if coming from settings
sdl.StopTextInput()
p.Context.NavigateTo(SETTINGS)
case sdl.K_RETURN:
// Validate license key - check empty first, then length, then characters
cleaned := strings.ReplaceAll(p.inputText, "-", "")
if cleaned == "" {
p.errorMessage = "License key cannot be empty"
return nil
}
if len(cleaned) != 16 {
p.errorMessage = fmt.Sprintf("License key must be 16 characters (currently %d)", len(cleaned))
return nil
}
// Check for invalid characters
for _, r := range cleaned {
if !((r >= 'a' && r <= 'z') || (r >= 'A' && r <= 'Z') || (r >= '0' && r <= '9')) {
p.errorMessage = "License key must contain only letters and numbers"
return nil
}
}
sdl.StopTextInput()
// Save license key to database
config, err := db.GetConfig(p.Context.DbPtr)
if err != nil {
panic(err)
}
config.LicenseKey = p.inputText
p.Context.DbPtr.Save(config)
// Write license key to plain text file for the updater
if homeDir, err := os.UserHomeDir(); err == nil {
keyPath := filepath.Join(homeDir, ".local", "share", "rhemawave", "license_key")
if err := os.WriteFile(keyPath, []byte(p.inputText), 0644); err != nil {
logger.Error("Failed to write license key file: %v", err)
}
}
if p.isFirstTimeSetup {
// First-time setup: rewind to Welcome page
p.Context.NavigateTo(HOME)
} else {
// Coming from settings: rewind back to settings
p.Context.NavigateTo(SETTINGS)
}
case sdl.K_BACKSPACE:
if len(p.inputText) > 0 {
// Remove last character and reformat
// Strip all dashes first to get raw characters
cleaned := strings.ReplaceAll(p.inputText, "-", "")
if len(cleaned) > 0 {
cleaned = cleaned[:len(cleaned)-1]
}
p.inputText = formatLicenseKey(cleaned)
// Clear error when user edits input
p.errorMessage = ""
}
default:
// Keyboard fallback: if TextInputEvent is not supported,
// convert printable keycodes to characters directly.
// This handles kiosk systems without an input method framework.
if !p.textInputSupported {
if ch := keycodeToChar(e.Keysym.Sym, e.Keysym.Mod); ch != 0 {
p.inputText += string(ch)
p.inputText = formatLicenseKey(p.inputText)
p.errorMessage = ""
}
}
}
}
}
return nil
}
// Update updates animations and changing textures and other changes using `dt` which represents a time delta in float32.
func (p *LicenseKeyPage) Update(dt float32) error {
// Get application font from database
applicationFont := "SpaceMonoNerdFont-Regular"
fm := fontManager.Get()
sm := shaderManager.Get()
shader, ok := sm.Get("text")
if !ok {
return fmt.Errorf("unable to fetch text shader")
}
// Update input text texture
if len(p.inputText) > 0 {
// Create the new inputText texture
inputTextTextureID, inputTextTextureWidth, inputTextTextureHeight, err := fm.CreateStringTexture(
applicationFont,
p.inputText,
shader,
)
if err != nil {
return fmt.Errorf("unable to create new input text texture: %w", err)
}
// Delete old texture if it exists
if p.inputTextTextureID != 0 {
gl.DeleteTextures(1, &p.inputTextTextureID)
}
p.inputTextTextureID = inputTextTextureID
p.inputTextTextureWidth = inputTextTextureWidth
p.inputTextTextureHeight = inputTextTextureHeight
}
// Update error message texture
if p.errorMessage != "" {
errorTextureID, errorWidth, errorHeight, err := fm.CreateStringTexture(
applicationFont,
p.errorMessage,
shader,
)
if err != nil {
return fmt.Errorf("unable to create error text texture: %w", err)
}
// Delete old error texture if it exists
if p.errorTextureID != 0 {
gl.DeleteTextures(1, &p.errorTextureID)
}
p.errorTextureID = errorTextureID
p.errorTextureWidth = errorWidth
p.errorTextureHeight = errorHeight
} else {
// Clear error texture if no error message
if p.errorTextureID != 0 {
gl.DeleteTextures(1, &p.errorTextureID)
p.errorTextureID = 0
}
}
return nil
}
// Render performs page drawing logic.
func (p *LicenseKeyPage) Render() error {
config, err := db.GetConfig(p.Context.DbPtr)
if err != nil {
panic(err)
}
// Get base font size from database
baseFontSize := config.StandardFontSize
sm := shaderManager.Get()
// 1. Calculate Scale
titleFontSize := int32(64)
titleScale := float32(titleFontSize) / float32(baseFontSize)
currentLicenseFontSize := int32(28)
currentLicenseScale := float32(currentLicenseFontSize) / float32(baseFontSize)
padding := int32(4)
verticalMargin := int32(20)
// 2. Define dimensions
targetFontSize := int32(36)
scale := float32(targetFontSize) / float32(baseFontSize)
border := int32(3)
boxH := targetFontSize + (padding * 2)
boxW := int32(600) + (padding * 2)
boxDimensions := mgl32.Vec2{float32(boxW), float32(boxH)}
borderBoxH := boxH + (border * 2)
borderBoxW := boxW + (border * 2)
borderBoxDimensions := mgl32.Vec2{float32(borderBoxW), float32(borderBoxH)}
titleH := float32(p.titleTextureHeight) * titleScale
titleW := float32(p.titleTextureWidth) * titleScale
titleDimensions := mgl32.Vec2{titleW, titleH}
inputTextH := float32(p.inputTextTextureHeight) * scale
inputTextW := float32(p.inputTextTextureWidth) * scale
inputTextDimensions := mgl32.Vec2{inputTextW, inputTextH}
var currentLicenseDisplayH, currentLicenseDisplayW float32
var currentLicenseDisplayDimensions mgl32.Vec2
if p.currentLicenseDisplayTextureID != 0 {
currentLicenseDisplayH = float32(p.currentLicenseDisplayTextureHeight) * currentLicenseScale
currentLicenseDisplayW = float32(p.currentLicenseDisplayTextureWidth) * currentLicenseScale
currentLicenseDisplayDimensions = mgl32.Vec2{currentLicenseDisplayW, currentLicenseDisplayH}
}
// Error text dimensions
errorFontSize := int32(20)
errorScale := float32(errorFontSize) / float32(baseFontSize)
var errorTextH, errorTextW float32
var errorTextDimensions mgl32.Vec2
if p.errorTextureID != 0 {
errorTextH = float32(p.errorTextureHeight) * errorScale
errorTextW = float32(p.errorTextureWidth) * errorScale
errorTextDimensions = mgl32.Vec2{errorTextW, errorTextH}
}
// 3. Define positions
borderBoxY := p.Base.ScreenCenterY - (borderBoxH / 2)
borderBoxX := p.Base.ScreenCenterX - (borderBoxW / 2)
borderBoxPosition := mgl32.Vec2{float32(borderBoxX), float32(borderBoxY)}
boxY := p.Base.ScreenCenterY - (boxH / 2)
boxX := p.Base.ScreenCenterX - (boxW / 2)
boxPosition := mgl32.Vec2{float32(boxX), float32(boxY)}
titleY := borderBoxY + borderBoxH + verticalMargin
titleX := p.Base.ScreenCenterX - int32(titleW/2)
titlePosition := mgl32.Vec2{float32(titleX), float32(titleY)}
inputTextY := boxY + padding
inputTextX := boxX + padding
inputTextPosition := mgl32.Vec2{float32(inputTextX), float32(inputTextY)}
var currentLicenseDisplayPosition mgl32.Vec2
if p.currentLicenseDisplayTextureID != 0 {
currentLicenseDisplayY := borderBoxY - int32(currentLicenseDisplayH) - verticalMargin
currentLicenseDisplayX := p.Base.ScreenCenterX - int32(currentLicenseDisplayW/2)
currentLicenseDisplayPosition = mgl32.Vec2{float32(currentLicenseDisplayX), float32(currentLicenseDisplayY)}
}
// Error text position (below current license display to avoid overlap)
var errorTextPosition mgl32.Vec2
if p.errorTextureID != 0 {
var errorTextY int32
if p.currentLicenseDisplayTextureID != 0 {
// Position below the current license display
errorTextY = borderBoxY - int32(currentLicenseDisplayH) - verticalMargin - int32(errorTextH) - (verticalMargin / 2)
} else {
// No current license display, position below the input box
errorTextY = borderBoxY - int32(errorTextH) - (verticalMargin / 2)
}
errorTextX := p.Base.ScreenCenterX - int32(errorTextW/2)
errorTextPosition = mgl32.Vec2{float32(errorTextX), float32(errorTextY)}
}
// 4. Get Shaders
textShader, _ := sm.Get("text")
solidShader, _ := sm.Get("solid_color")
// 5. Draw everything
p.Base.RenderSolidColorQuad(solidShader, borderBoxPosition, borderBoxDimensions, colors.Gray)
p.Base.RenderSolidColorQuad(solidShader, boxPosition, boxDimensions, colors.DarkGray)
p.Base.RenderTexture(textShader, p.titleTextureID, titlePosition, titleDimensions, colors.White)
// Draw current license display if it exists
if p.currentLicenseDisplayTextureID != 0 {
p.Base.RenderTexture(textShader, p.currentLicenseDisplayTextureID, currentLicenseDisplayPosition, currentLicenseDisplayDimensions, colors.White)
}
if len(p.inputText) > 0 {
p.Base.RenderTexture(textShader, p.inputTextTextureID, inputTextPosition, inputTextDimensions, colors.White)
}
// Draw error message if it exists
if p.errorTextureID != 0 {
p.Base.RenderTexture(textShader, p.errorTextureID, errorTextPosition, errorTextDimensions, colors.ErrorRed)
}
return nil
}
// Destroy cleans up page-specific resources.
func (p *LicenseKeyPage) Destroy() error {
gl.DeleteTextures(1, &p.titleTextureID)
// Delete current license display texture if it exists
if p.currentLicenseDisplayTextureID != 0 {
gl.DeleteTextures(1, &p.currentLicenseDisplayTextureID)
p.currentLicenseDisplayTextureID = 0
}
// Delete input text texture if it exists
if p.inputTextTextureID != 0 {
gl.DeleteTextures(1, &p.inputTextTextureID)
p.inputTextTextureID = 0
}
// Delete error texture if it exists
if p.errorTextureID != 0 {
gl.DeleteTextures(1, &p.errorTextureID)
p.errorTextureID = 0
}
sdl.StopTextInput()
return p.Base.Destroy()
}