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|
# Study Player — composition root (Phase 3: silence detection + portion navigation).
#
# Run:
# ./zig-out/bin/game game/study_player/study_player.rb [/path/to/audio.mp3]
#
# With an audio file arg: opens straight into the player view with the file
# loaded and playing. Without an arg: shows the "no file loaded" splash.
#
# Note: all modules are inlined because mruby's default gembox lacks
# require/require_relative/load. Individual module files are retained on disk
# as design documentation and for future use when a loader gem is added.
#
# See: notes/study-player-rewrite-plan.md (full design)
# =============================================================================
# Module: Core — Pure domain logic (no side effects)
# Ported from: ../source/src/study.h + study.c
# See: notes/study-player-rewrite-plan.md §8 (pure core API sketch)
# =============================================================================
module StudyPlayer
module Core
# ------------------------------------------------------------------
# Time formatting
# ------------------------------------------------------------------
# Format seconds as a display string.
# - < 1 hour: "M:SS" (e.g. "3:45", "12:03")
# - >= 1 hour: "H:MM:SS" (e.g. "1:23:45")
def self.format_time(total_seconds)
total = total_seconds.to_i
hours = total / 3600
minutes = (total % 3600) / 60
seconds = total % 60
if hours > 0
format("%d:%02d:%02d", hours, minutes, seconds)
else
format("%d:%02d", minutes, seconds)
end
end
# ------------------------------------------------------------------
# Seek target utilities (pure math, no audio I/O)
# ------------------------------------------------------------------
# clamp_seek_target ensures the seek position stays within [0, duration].
def self.clamp_seek_target(target_seconds, duration)
return 0.0 if duration <= 0.0
target_seconds.clamp(0.0, duration)
end
# Compute absolute seek target from a ratio (0.0 to 1.0).
def self.ratio_to_seek(ratio, duration)
clamp_seek_target(ratio.to_f * duration, duration)
end
# Compute absolute seek target from an offset (+/- seconds).
def self.offset_to_seek(current_time, offset_seconds, duration)
clamp_seek_target(current_time + offset_seconds, duration)
end
# Compute ratio (0.0–1.0) from a time in seconds.
def self.time_to_ratio(current_time, duration)
return 0.0 if duration <= 0.0
(current_time / duration).clamp(0.0, 1.0)
end
# ------------------------------------------------------------------
# Silence detection (pure algorithm)
# Ported from ../source/src/study.c study_detect_silence
# ------------------------------------------------------------------
SILENCE_THRESHOLD = 0.015 # amplitude below which a chunk is "silent"
SILENCE_MIN_DURATION = 0.75 # seconds: minimum gap to count as silence
PADDING_SECONDS = 0.25 # breathing room added to each side of silence
CHUNK_SECONDS = 0.01 # scan resolution (~10ms chunks)
LEAD_FRAMES = 2 # frames into padding zone for portion seek target
# Detect silence regions from raw float samples.
#
# samples — Array of Float (mono, 32-bit, one per frame)
# sample_rate — Integer (Hz)
# threshold — amplitude below which a chunk is "silent" (default 0.015)
# min_duration — minimum silence length in seconds (default 0.75)
#
# Returns Array of Hashes: [{start:, end:}, ...] where start/end are
# normalized positions (0.0..1.0) relative to total frame count.
def self.detect_silence(samples, sample_rate,
threshold: SILENCE_THRESHOLD,
min_duration: SILENCE_MIN_DURATION)
total_frames = samples.length
return [] if total_frames == 0
chunk_size = (sample_rate * CHUNK_SECONDS).to_i
chunk_size = 1 if chunk_size < 1
min_frames = min_duration * sample_rate
regions = []
in_silence = false
silence_start = 0
i = 0
while i < total_frames
range_end = i + chunk_size
range_end = total_frames if range_end > total_frames
# Find peak amplitude in this chunk
peak = 0.0
j = i
while j < range_end
v = samples[j]
v = -v if v < 0.0
peak = v if v > peak
j += 1
end
if peak < threshold
unless in_silence
silence_start = i
in_silence = true
end
else
if in_silence
len = i - silence_start
if len >= min_frames
regions << {
start: silence_start.to_f / total_frames,
end: i.to_f / total_frames,
}
end
in_silence = false
end
end
i = range_end
end
# Close any trailing silence
if in_silence
len = total_frames - silence_start
if len >= min_frames
regions << {
start: silence_start.to_f / total_frames,
end: 1.0,
}
end
end
regions
end
# Apply padding: shrink each silence region by `padding` seconds on each side.
# Regions that collapse (start >= end) are removed.
#
# regions — Array of {start:, end:} (normalized)
# duration — total audio duration in seconds
# padding — seconds to shrink from each side (default 0.25)
#
# Returns a NEW Array of shrunk regions. Does not mutate input.
def self.pad_silence_regions(regions, duration, padding: PADDING_SECONDS)
return [] if duration <= 0.0
return regions.dup if regions.empty?
pad_norm = padding / duration
result = []
regions.each do |r|
s = r[:start] + pad_norm
e = r[:end] - pad_norm
if s < e
result << { start: s, end: e }
end
end
result
end
# Full analysis pipeline: detect raw gaps, then pad them.
# Returns padded silence regions.
def self.analyze_silence(samples, sample_rate, duration,
threshold: SILENCE_THRESHOLD,
min_duration: SILENCE_MIN_DURATION,
padding: PADDING_SECONDS)
raw = detect_silence(samples, sample_rate,
threshold: threshold,
min_duration: min_duration)
pad_silence_regions(raw, duration, padding: padding)
end
# ------------------------------------------------------------------
# Portion navigation (pure, ported from study.c)
# ------------------------------------------------------------------
# Return the index of the silence region containing pos (normalized 0..1),
# or -1 if none.
def self.find_silence_at(regions, pos)
regions.each_with_index do |r, i|
return i if pos >= r[:start] && pos < r[:end]
end
-1
end
# Start position (normalized) of speaking portion N (0-based).
# Portion 0 starts at 0.0; portion N starts at silence[N-1].end.
def self.speaking_portion_start(regions, portion)
return 0.0 if portion <= 0
if portion > regions.length
return regions.length > 0 ? regions.last[:end] : 0.0
end
regions[portion - 1][:end]
end
# Which speaking portion (0-based) the current position falls in.
# During silence, returns the portion that just ended.
def self.current_speaking_portion(regions, pos)
portion = 0
regions.each_with_index do |r, i|
if pos >= r[:end]
portion = i + 1
else
break
end
end
portion
end
# Total number of speaking portions (always silence_count + 1).
def self.total_speaking_portions(regions)
regions.length + 1
end
# Seek target (seconds) for jumping to the start of a speaking portion.
# Lands `lead_frames` render frames into the padding zone (~33ms at 60fps).
def self.portion_seek_target(duration, regions, portion,
lead_frames: LEAD_FRAMES, fps: 60)
pos = speaking_portion_start(regions, portion)
target = pos * duration + (lead_frames.to_f / fps)
target = 0.0 if target < 0.0
target = duration if target > duration
target
end
# Is `pos` (normalized 0..1) inside the padding zone of the given
# speaking portion? Padding zone = [start, start + padding/duration].
def self.in_padding_zone?(regions, pos, portion, duration,
padding: PADDING_SECONDS)
return false if duration <= 0.0
pad_norm = padding / duration
start_pos = speaking_portion_start(regions, portion)
pos >= start_pos && pos < start_pos + pad_norm
end
# ------------------------------------------------------------------
# Auto-pause FSM (pure — no side effects, testable without raylib/ECS)
#
# Ported from ../source/src/study.c study_auto_pause_check
# ------------------------------------------------------------------
#
# Given the current playback position, silence regions, and hold-state
# flags, returns a decision hash with the imperative actions to take.
#
# Inputs:
# current_time — playback position in seconds
# duration — total audio duration in seconds
# silence_regions — Array of {start:, end:} (normalized, padded)
# study_mode: — bool, is study mode active?
# playing: — bool, is audio currently playing?
# was_in_silence:— bool, previous frame's silence state
# last_silence_idx: — int, index of last silence region we were in
# smart_play_held: — bool, is smart-play key held (suppress auto-pause)?
# space_held: — bool, is space key held (suppress auto-pause)?
#
# Returns nil if no action possible (study_mode off, not playing,
# or duration <= 0).
# Otherwise returns:
# { pause: bool, seek_target: Float|nil,
# was_in_silence: bool, last_silence_idx: int }
#
# When pause is true, the caller MUST:
# 1. Pause the audio stream
# 2. Seek to seek_target
# 3. Set current_time = seek_target
# 4. Set playing = false + skip_auto_update = 3
# 5. Update was_in_silence / last_silence_idx from the decision
#
# When pause is false (override held, or no state change), the caller
# still updates was_in_silence / last_silence_idx tracking.
def self.auto_pause_check(current_time, duration, silence_regions,
study_mode:, playing:, was_in_silence:,
last_silence_idx:,
smart_play_held: false, space_held: false)
return nil unless study_mode
return nil unless playing
return nil if duration <= 0.0
pos = current_time / duration
sil_idx = find_silence_at(silence_regions, pos)
now_in_silence = sil_idx >= 0
if smart_play_held || space_held
# Override: track silence state but DO NOT auto-pause.
return {
pause: false,
seek_target: nil,
was_in_silence: now_in_silence,
last_silence_idx: now_in_silence ? sil_idx : last_silence_idx,
}
end
if now_in_silence && !was_in_silence
# Just entered a silence region.
# Action: pause and seek to start of NEXT speaking portion.
target = portion_seek_target(duration, silence_regions, sil_idx + 1)
return {
pause: true,
seek_target: target,
was_in_silence: true,
last_silence_idx: sil_idx,
}
elsif !now_in_silence && was_in_silence
# Just exited a silence region (entered a speaking portion).
# Action: pause and land at start of CURRENT speaking portion.
portion_idx = current_speaking_portion(silence_regions, pos)
target = portion_seek_target(duration, silence_regions, portion_idx)
return {
pause: true,
seek_target: target,
was_in_silence: false,
last_silence_idx: last_silence_idx,
}
end
# No boundary crossing — just track current state.
{
pause: false,
seek_target: nil,
was_in_silence: now_in_silence,
last_silence_idx: now_in_silence ? sil_idx : last_silence_idx,
}
end
end
end
# =============================================================================
# Module: AudioAdapter — Rl::Music lifecycle wrapper (imperative shell)
# See: notes/study-player-rewrite-plan.md §5 (audio loading)
# =============================================================================
module StudyPlayer
class AudioAdapter
attr_reader :music, :path
def initialize
@music = nil
@path = nil
end
# Load an audio file. Returns true on success, false on failure.
def load(path)
unload if @music
m = Rl.load_music_stream(path)
if m && Rl.music_valid?(m)
@music = m
@path = path
true
else
@music = nil
@path = nil
false
end
end
def unload
return unless @music
Rl.stop_music_stream(@music)
Rl.unload_music_stream(@music)
@music = nil
@path = nil
end
def loaded?
!!@music
end
def play
return unless @music
Rl.play_music_stream(@music)
end
def pause
return unless @music
Rl.pause_music_stream(@music)
end
def resume
return unless @music
Rl.resume_music_stream(@music)
end
def stop
return unless @music
Rl.stop_music_stream(@music)
end
def playing?
return false unless @music
Rl.music_stream_playing?(@music)
end
# Seek to an absolute position in seconds.
def seek(position_seconds)
return unless @music
Rl.seek_music_stream(@music, position_seconds)
end
# Update the stream (must be called every frame while playing).
def update
return unless @music
Rl.update_music_stream(@music)
end
# Get current playback position in seconds.
def current_time
return 0.0 unless @music
Rl.get_music_time_played(@music)
end
# Get total duration in seconds.
def duration
return 0.0 unless @music
Rl.get_music_time_length(@music)
end
# Set volume (0.0 to 1.0).
def volume=(v)
return unless @music
Rl.set_music_volume(@music, v)
end
# Set playback speed / pitch (1.0 is normal).
def pitch=(p)
return unless @music
Rl.set_music_pitch(@music, p)
end
end
end
# =============================================================================
# Module: Components — Flecs component declarations
# See: notes/study-player-rewrite-plan.md §3 (flecs component/state model)
# =============================================================================
module StudyPlayer
# Declare components on a Flecs::World. Returns a Hash of component handles.
def self.declare_components(world)
{
audio_file: world.struct("AudioFile", "{string path; float duration;}"),
playback_state: world.struct("PlaybackState", "{bool loaded; bool playing; float current_time; int32_t skip_auto_update; bool seek_pending; float seek_target;}"),
study_state: world.struct("StudyState", "{bool study_mode; bool was_in_silence; int32_t last_silence_idx; bool smart_play_held;}"),
layout_dirty: world.struct("LayoutDirty", "{bool value;}"),
needs_load: world.tag("NeedsLoad"),
}
end
end
# =============================================================================
# Module: InputAdapter — Keyboard input handler
# See: notes/study-player-rewrite-plan.md §7 (non-blocking seek design)
# =============================================================================
module StudyPlayer
module InputAdapter
# Key bindings (from ../source/README.md):
# SPACE — play/pause toggle
# LEFT / RIGHT — seek -5s / +5s
# UP / DOWN — seek -15s / +15s
# J / L — seek -10% / +10%
# 0 .. 9 — seek to N×10% of duration
# V / B — prev/next speaking portion
# ESC — quit
#
# Phase 4 adds: SMART_PLAY hold override
SEEK_SMALL = 5.0 # seconds: LEFT / RIGHT
SEEK_LARGE = 15.0 # seconds: UP / DOWN
SEEK_PCT_STEP = 0.10 # 10%: J / L
def self.build_system(world, player_entity, runtime, playback_state, study_state, audio_file)
# Iterate audio_file (not playback_state): an ecs_set on the iterated
# component inside a system is deferred+discarded by flecs, so the write
# never committed. audio_file isn't mutated here -> pb/ss writes persist.
world.system("Input", with: [audio_file], phase: Flecs::PRE_UPDATE) do
pb = player_entity.get(playback_state)
next unless pb
duration = runtime.audio.duration
# --- Play/pause toggle ---
if Rl.key_pressed?(:space)
if pb[:playing]
runtime.audio.pause
pb[:playing] = false
elsif pb[:loaded]
runtime.audio.resume
pb[:playing] = true
end
player_entity.set(playback_state, pb)
end
# --- Seek: small step ---
if Rl.key_pressed?(:right)
target = StudyPlayer::Core.offset_to_seek(pb[:current_time], SEEK_SMALL, duration)
pb[:seek_target] = target
pb[:seek_pending] = true
player_entity.set(playback_state, pb)
elsif Rl.key_pressed?(:left)
target = StudyPlayer::Core.offset_to_seek(pb[:current_time], -SEEK_SMALL, duration)
pb[:seek_target] = target
pb[:seek_pending] = true
player_entity.set(playback_state, pb)
end
# --- Seek: large step ---
if Rl.key_pressed?(:up)
target = StudyPlayer::Core.offset_to_seek(pb[:current_time], SEEK_LARGE, duration)
pb[:seek_target] = target
pb[:seek_pending] = true
player_entity.set(playback_state, pb)
elsif Rl.key_pressed?(:down)
target = StudyPlayer::Core.offset_to_seek(pb[:current_time], -SEEK_LARGE, duration)
pb[:seek_target] = target
pb[:seek_pending] = true
player_entity.set(playback_state, pb)
end
# --- Seek: percentage jump (J/L) ---
if Rl.key_pressed?(:j) && duration > 0
target = StudyPlayer::Core.offset_to_seek(pb[:current_time], SEEK_PCT_STEP * duration, duration)
pb[:seek_target] = target
pb[:seek_pending] = true
player_entity.set(playback_state, pb)
elsif Rl.key_pressed?(:l) && duration > 0
target = StudyPlayer::Core.offset_to_seek(pb[:current_time], -SEEK_PCT_STEP * duration, duration)
pb[:seek_target] = target
pb[:seek_pending] = true
player_entity.set(playback_state, pb)
end
# --- Seek: 0..9 → N×10% ---
if duration > 0
(0..9).each do |n|
key = n.to_s.to_sym
if Rl.key_pressed?(key)
target = StudyPlayer::Core.ratio_to_seek(n * 0.1, duration)
pb[:seek_target] = target
pb[:seek_pending] = true
player_entity.set(playback_state, pb)
end
end
end
# --- Portion navigation: V (prev) / B (next) ---
regions = runtime.silence_regions
if regions && regions.length >= 0 && duration > 0
if Rl.key_pressed?(:v)
# Previous portion
pos_norm = Core.time_to_ratio(pb[:current_time], duration)
current = Core.current_speaking_portion(regions, pos_norm)
prev_portion = current - 1
prev_portion = 0 if prev_portion < 0
target = Core.portion_seek_target(duration, regions, prev_portion)
pb[:seek_target] = target
pb[:seek_pending] = true
player_entity.set(playback_state, pb)
elsif Rl.key_pressed?(:b)
# Next portion
pos_norm = Core.time_to_ratio(pb[:current_time], duration)
current = Core.current_speaking_portion(regions, pos_norm)
total = Core.total_speaking_portions(regions)
next_portion = current + 1
next_portion = total - 1 if next_portion >= total
target = Core.portion_seek_target(duration, regions, next_portion)
pb[:seek_target] = target
pb[:seek_pending] = true
player_entity.set(playback_state, pb)
end
end
# --- Study mode toggle: M key ---
if Rl.key_pressed?(:m)
ss_current = player_entity.get(study_state)
if ss_current
ss_current[:study_mode] = !ss_current[:study_mode]
player_entity.set(study_state, ss_current)
end
end
end
end
end
end
# =============================================================================
# System: LoadSystem — Reacts to NeedsLoad tag
# See: notes/study-player-rewrite-plan.md §5 (audio loading from argv)
# =============================================================================
module StudyPlayer
class LoadSystem
def self.build(world, player_entity, runtime, audio_file_comp, playback_state, needs_load_tag)
world.system("LoadAudio", with: [audio_file_comp], phase: Flecs::PRE_UPDATE) do |eid, af|
# Only react to entities that also have NeedsLoad
ent = world.entity_for(eid)
next unless ent.has?(needs_load_tag)
path = af[:path].to_s
next if path.empty?
success = runtime.audio.load(path)
if success
duration = runtime.audio.duration
pb = player_entity.get(playback_state) || {}
pb[:loaded] = true
pb[:playing] = true # auto-play on load
pb[:current_time] = 0.0
pb[:skip_auto_update] = 0
pb[:seek_pending] = false
pb[:seek_target] = 0.0
player_entity.set(playback_state, pb)
# Also update the AudioFile component with actual duration
af[:duration] = duration
ent.set(audio_file_comp, af)
# Start playback
runtime.audio.play
# --- Phase 3: Silence detection via C scanner ---
# StudyAudio.scan_silence does the peak scan in C (avoids building
# a Ruby array of millions of float samples) and returns raw
# normalized silence regions as [[start, end], ...].
# We then pad them with the pure-Ruby pad_silence_regions.
begin
raw_pairs = StudyAudio.scan_silence(path,
StudyPlayer::Core::SILENCE_THRESHOLD,
StudyPlayer::Core::SILENCE_MIN_DURATION)
if raw_pairs && raw_pairs.length > 0
# Convert [[s,e],...] to [{start:, end:}, ...]
raw_regions = []
raw_pairs.each do |pair|
raw_regions << { start: pair[0].to_f, end: pair[1].to_f }
end
regions = StudyPlayer::Core.pad_silence_regions(
raw_regions, duration)
runtime.silence_regions = regions
runtime.raw_silence_regions = raw_regions
runtime.analysis_done = true
else
runtime.silence_regions = []
runtime.analysis_done = true
end
rescue => e
begin
Log.warn("Silence detection failed: #{e.message}") if defined?(Log)
rescue
end
runtime.silence_regions = []
runtime.analysis_done = false
end
else
# Load failed — clear the file path
af[:path] = ""
ent.set(audio_file_comp, af)
end
# Clear the NeedsLoad tag (one-shot)
ent.remove(needs_load_tag)
end
end
end
end
# =============================================================================
# System: UpdateSystem — Per-frame audio update + time management
# See: notes/study-player-rewrite-plan.md §7 (non-blocking seek design)
# =============================================================================
module StudyPlayer
class UpdateSystem
def self.build(world, player_entity, runtime, playback_state, audio_file)
# Iterate audio_file (NOT playback_state): mutating the iterated
# component via ecs_set inside a system is deferred+discarded, so the
# current_time write never committed. Iterating a component we don't
# mutate (audio_file) keeps the playback_state write immediate.
world.system("Update", with: [audio_file], phase: Flecs::ON_UPDATE) do
pb = player_entity.get(playback_state)
next unless pb && pb[:loaded]
audio = runtime.audio
# Always pump the stream (needed even when paused to keep buffers filled)
audio.update if audio.loaded?
if pb[:playing] && audio.loaded?
if pb[:skip_auto_update] > 0
# Non-blocking seek cooldown: skip sampling current time from the
# audio engine for N frames so it catches up without visual flicker.
pb[:skip_auto_update] -= 1
else
# Normal time sampling
pb[:current_time] = audio.current_time
end
# End-of-track detection: pause when playback reaches the end
duration = audio.duration
if duration > 0 && pb[:current_time] >= duration - 0.1
audio.pause
pb[:playing] = false
pb[:current_time] = duration
end
player_entity.set(playback_state, pb)
end
end
end
end
end
# =============================================================================
# System: SeekSystem — Applies pending seek (non-blocking)
# See: notes/study-player-rewrite-plan.md §7 (non-blocking seek design)
# =============================================================================
module StudyPlayer
class SeekSystem
# Number of frames to skip current_time auto-update after a seek.
# 3 frames at 60 fps = ~50 ms — enough for raylib's miniaudio stream
# to flush and report a stable time.
SKIP_FRAMES = 3
def self.build(world, player_entity, runtime, playback_state, audio_file)
world.system("ApplySeek", with: [audio_file], phase: Flecs::PRE_UPDATE) do
pb = player_entity.get(playback_state)
next unless pb && pb[:loaded] && pb[:seek_pending]
audio = runtime.audio
next unless audio.loaded?
target = pb[:seek_target]
# Apply the seek
audio.seek(target)
# Update component state
pb[:current_time] = target
pb[:skip_auto_update] = SKIP_FRAMES
pb[:seek_pending] = false
player_entity.set(playback_state, pb)
end
end
end
end
# =============================================================================
# System: StudySystem — Auto-pause FSM (imperative shell)
#
# Runs the pure Core.auto_pause_check FSM every frame during ON_UPDATE
# (after UpdateSystem). Applies pause/seek decisions to the audio engine.
#
# See: notes/study-player-rewrite-plan.md §3, §8
# Ported from: ../source/src/study.c study_auto_pause_check
# =============================================================================
module StudyPlayer
class StudySystem
def self.build(world, player_entity, runtime, playback_state, study_state, audio_file)
world.system("Study", with: [audio_file], phase: Flecs::ON_UPDATE) do
pb = player_entity.get(playback_state)
ss = player_entity.get(study_state)
next unless pb && ss && pb[:loaded]
regions = runtime.silence_regions
next unless regions && regions.length >= 0
# Resolve held-key overrides on this frame
smart_held = Rl.key_down?(:s) || (runtime.ui && runtime.ui.smart_play_held?)
space_held = Rl.key_down?(:space)
# Update smart_play_held in the component (for UI display)
if ss[:smart_play_held] != smart_held
ss[:smart_play_held] = smart_held
player_entity.set(study_state, ss)
end
duration = runtime.audio.duration
decision = Core.auto_pause_check(
pb[:current_time],
duration,
regions,
study_mode: ss[:study_mode],
playing: pb[:playing],
was_in_silence: ss[:was_in_silence],
last_silence_idx: ss[:last_silence_idx],
smart_play_held: smart_held,
space_held: space_held,
)
next unless decision
# Always update silence tracking state from decision
ss[:was_in_silence] = decision[:was_in_silence]
ss[:last_silence_idx] = decision[:last_silence_idx]
player_entity.set(study_state, ss)
# Apply pause + seek if the decision demands it
if decision[:pause] && decision[:seek_target]
target = decision[:seek_target]
runtime.audio.pause
runtime.audio.seek(target)
pb[:current_time] = target
pb[:playing] = false
pb[:skip_auto_update] = 3 # Same cooldown as manual seek
player_entity.set(playback_state, pb)
end
end
end
end
end
# =============================================================================
# Class: UI — RmlUi wrapper (Phase 5: full RmlUi player UI)
#
# Creates the Rml::Context, data model, loads the document, and provides
# per-frame sync from flecs state to the RmlUi data model.
#
# The data model is bound by name "player" in both the RML (data-model="player")
# and here. Events from RML data-event-* attributes call back into this class,
# which mutates flecs component state (seek_target, playing, study_mode, etc.).
#
# See: notes/study-player-rewrite-plan.md §6 (RmlUi UI structure)
# docs/API_SPEC_RMLUI.md (RmlUi API)
# .agents/knowledge/rmlui-binding.md (known quirks: left-not-right, FBO size)
# =============================================================================
module StudyPlayer
class UI
HELP_TEXT = "SPACE: play/pause LEFT/RIGHT: ±5s V/B: prev/next portion S: hold override M: study mode 0-9: jump ESC: quit".freeze
attr_reader :context, :model, :doc
def initialize(runtime, components)
@runtime = runtime
@comps = components
@player_ent = runtime.player_entity
@smart_play_mouse_held = false
# --- RmlUi setup ---
Rml.load_font("game/ui/LatoLatin-Regular.ttf")
Rml.load_font("game/ui/LatoLatin-Bold.ttf")
Rml.load_font("game/ui/MononokiNerdFontMono-Regular.ttf")
@context = Rml::Context.new("study-player")
@model = build_model
@doc = @context.load_document("game/study_player/ui/main.rml")
@doc.show
end
def smart_play_held?
@smart_play_mouse_held
end
def sync
@model.dirty_all
# Update progress bar fill width directly (data-style can't handle
# "width: {{var}}" syntax — it parses the property name as a variable).
fill_el = @doc.element("progress-bar-fill")
if fill_el
pb = @player_ent.get(@comps[:playback_state])
af = @player_ent.get(@comps[:audio_file])
if pb && af[:duration] > 0
ratio = StudyPlayer::Core.time_to_ratio(pb[:current_time], af[:duration])
fill_el.set_property("width", "#{(ratio * 100.0).round(1)}%")
end
end
end
def process_input
@context.process_input
end
def render
@context.update
@context.render
end
private
def build_model
ctx = @context
af_c = @comps[:audio_file]
pb_c = @comps[:playback_state]
ss_c = @comps[:study_state]
pe = @player_ent
rt = @runtime
ctx.data_model("player") do |m|
# -- One-way computed bindings --
m.bind(:loaded) do
pb = pe.get(pb_c)
pb && pb[:loaded] ? true : false
end
m.bind(:file_name) do
af = pe.get(af_c)
path = af[:path].to_s
path.empty? ? "" : File.basename(path)
end
m.bind(:elapsed_str) do
pb = pe.get(pb_c)
Core.format_time(pb ? pb[:current_time] : 0.0)
end
m.bind(:total_str) do
af = pe.get(af_c)
Core.format_time(af[:duration])
end
m.bind(:remain_str) do
pb = pe.get(pb_c)
af = pe.get(af_c)
rem = (af[:duration] - (pb ? pb[:current_time] : 0.0))
rem = 0.0 if rem < 0.0
Core.format_time(rem)
end
m.bind(:progress_pct) do
pb = pe.get(pb_c)
af = pe.get(af_c)
dur = af[:duration]
if dur > 0 && pb
(Core.time_to_ratio(pb[:current_time], dur) * 100.0).to_i
else
0
end
end
m.bind(:progress_ratio) do
pb = pe.get(pb_c)
af = pe.get(af_c)
dur = af[:duration]
ratio = (dur > 0 && pb) ? Core.time_to_ratio(pb[:current_time], dur) : 0.0
"#{(ratio * 100.0).round(1)}%"
end
m.bind(:status_text) do
pb = pe.get(pb_c)
(pb && pb[:playing]) ? "PLAYING" : "PAUSED"
end
m.bind(:status_alert) do
pb = pe.get(pb_c)
ss = pe.get(ss_c)
(pb && pb[:playing] && ss && ss[:was_in_silence]) ? true : false
end
m.bind(:playing) do
pb = pe.get(pb_c)
pb && pb[:playing] ? true : false
end
m.bind(:portion_label) do
pb = pe.get(pb_c)
af = pe.get(af_c)
regions = rt.silence_regions
dur = af[:duration]
if pb && regions && regions.length >= 0 && dur > 0
pos_norm = Core.time_to_ratio(pb[:current_time], dur)
current = Core.current_speaking_portion(regions, pos_norm)
total = Core.total_speaking_portions(regions)
"#{current + 1}/#{total}"
else
"-/-"
end
end
m.bind(:smart_play_held) do
@smart_play_mouse_held
end
m.bind(:help_text) { HELP_TEXT }
# -- Phase 6: Settings panel bindings --
m.bind(:settings_visible) do
rt.settings_visible
end
m.bind(:font_scale_display) do
cfg = rt.config
s = cfg[:font_scale] || 1.0
"#{s.round(1)}x"
end
m.bind(:volume_display) do
cfg = rt.config
v = cfg[:volume] || 1.0
"#{(v * 100).round}%"
end
# -- Two-way values --
m.value(:study_mode, false)
# -- Controller events --
m.event(:toggle_play) do
pb = pe.get(pb_c)
next unless pb
if pb[:loaded]
if pb[:playing]
rt.audio.pause
pb[:playing] = false
else
rt.audio.resume
pb[:playing] = true
end
pe.set(pb_c, pb)
end
end
m.event(:prev_portion) do
pb = pe.get(pb_c)
af = pe.get(af_c)
regions = rt.silence_regions
dur = af[:duration]
next unless pb && pb[:loaded] && regions && dur > 0
pos_norm = Core.time_to_ratio(pb[:current_time], dur)
current = Core.current_speaking_portion(regions, pos_norm)
prev_portion = current - 1
prev_portion = 0 if prev_portion < 0
target = Core.portion_seek_target(dur, regions, prev_portion)
pb[:seek_target] = target
pb[:seek_pending] = true
pe.set(pb_c, pb)
end
m.event(:next_portion) do
pb = pe.get(pb_c)
af = pe.get(af_c)
regions = rt.silence_regions
dur = af[:duration]
next unless pb && pb[:loaded] && regions && dur > 0
pos_norm = Core.time_to_ratio(pb[:current_time], dur)
current = Core.current_speaking_portion(regions, pos_norm)
total = Core.total_speaking_portions(regions)
np = current + 1
np = total - 1 if np >= total
target = Core.portion_seek_target(dur, regions, np)
pb[:seek_target] = target
pb[:seek_pending] = true
pe.set(pb_c, pb)
end
m.event(:smart_down) do
@smart_play_mouse_held = true
pb = pe.get(pb_c)
if pb && pb[:loaded] && !pb[:playing]
rt.audio.resume
pb[:playing] = true
pe.set(pb_c, pb)
end
end
m.event(:smart_up) do
@smart_play_mouse_held = false
end
m.event(:seek_bar) do |ev|
pb = pe.get(pb_c)
af = pe.get(af_c)
dur = af[:duration]
next unless pb && pb[:loaded] && dur > 0
el = ev.current
if el
x = ev.mouse_x - el.absolute_left
ratio = (x.to_f / el.client_width).clamp(0.0, 1.0)
target = Core.ratio_to_seek(ratio, dur)
pb[:seek_target] = target
pb[:seek_pending] = true
pe.set(pb_c, pb)
end
end
# -- Phase 6: Settings panel events --
m.event(:font_up) do
s = (rt.config[:font_scale] || 1.0) + 0.1
s = 3.0 if s > 3.0
s = s.round(1)
rt.config[:font_scale] = s
StudyPlayer::Layout.apply_font_scale(rt.ui.doc, s)
Config.save(rt.config)
end
m.event(:font_down) do
s = (rt.config[:font_scale] || 1.0) - 0.1
s = 0.5 if s < 0.5
s = s.round(1)
rt.config[:font_scale] = s
StudyPlayer::Layout.apply_font_scale(rt.ui.doc, s)
Config.save(rt.config)
end
m.event(:vol_up) do
v = (rt.config[:volume] || 1.0) + 0.1
v = 1.0 if v > 1.0
v = v.round(1)
rt.config[:volume] = v
rt.audio.volume = v
Config.save(rt.config)
end
m.event(:vol_down) do
v = (rt.config[:volume] || 1.0) - 0.1
v = 0.0 if v < 0.0
v = v.round(1)
rt.config[:volume] = v
rt.audio.volume = v
Config.save(rt.config)
end
end
end
end
end
# =============================================================================
# Module: Config — Key-value config persistence (Phase 6)
#
# Loads/saves study-player.cfg in the current working directory.
# Persists: window size, study mode default, volume, last audio path,
# font scale, and layout overrides.
#
# See: notes/study-player-rewrite-plan.md §9 (layout persistence)
# game/study_player/config.rb (canonical source; this is the inline copy)
# =============================================================================
module StudyPlayer
module Config
CFG_FILE = "study-player.cfg".freeze
DEFAULTS = {
window_width: 1280,
window_height: 720,
study_mode_default: false,
volume: 1.0,
last_audio_path: "",
font_scale: 1.0,
}.freeze
# ------------------------------------------------------------------
# Public API
# ------------------------------------------------------------------
def self.load
cfg = DEFAULTS.dup
path = config_path
return cfg unless File.exist?(path)
begin
File.open(path, "r") do |f|
f.each_line do |line|
line = line.strip
next if line.empty? || line.start_with?("#")
key, val = line.split("=", 2)
next unless key && val
key_sym = key.strip.to_sym
val_str = val.strip
cfg[key_sym] = parse_value(key_sym, val_str)
end
end
rescue
end
cfg
end
def self.save(settings)
begin
File.open(config_path, "w") do |f|
f.puts "# Study Player config"
settings.each do |key, val|
val_s = format_value(val)
f.puts "#{key}=#{val_s}"
end
end
true
rescue
false
end
end
def self.config_path
File.expand_path(CFG_FILE)
end
# ------------------------------------------------------------------
# Value parsing / formatting
# ------------------------------------------------------------------
def self.parse_value(key, str)
case key
when :window_width, :window_height
str.to_i
when :volume, :font_scale
str.to_f
when :study_mode_default
str == "true" || str == "1"
else
f = str.to_f
(f.to_i == f) ? f.to_i : f
end
end
def self.format_value(val)
case val
when Float
s = format("%.2f", val)
s = s.sub(/\.?0+$/, "")
s
when TrueClass
"true"
when FalseClass
"false"
when Integer
val.to_s
else
val.to_s
end
end
end
end
# =============================================================================
# Module: Layout — RmlUi element property overrides from config (Phase 6)
#
# Maps config keys (matching the original UILayout C struct field names) to
# RmlUi element IDs + property names. Applied via Element#set_property after
# the document loads.
#
# Decision on drag-to-reposition (P4):
# The original C app had per-pixel drag-to-reposition via raygui hit-testing.
# In the RmlUi rewrite, this is DEFERRED because:
# 1. RmlUi layouts are declarative (RCSS); inline style mutations
# fight the cascade and are fragile.
# 2. RCSS already provides a single source of layout truth.
# 3. For a music player, the value of per-element pixel drag is marginal
# compared to a few meaningful tunables (font scale, volume).
# 4. Coordinate translation between RmlUi events and the raylib FBO backend
# is known-scar-tissue (see .agents/knowledge/rmlui-binding.md §FBO).
# The adapted approach: config-file overrides + an in-app settings panel
# (F2) for font scale and volume. RCSS remains the source of truth.
#
# See: game/study_player/layout.rb (canonical source; this is the inline copy)
# =============================================================================
module StudyPlayer
module Layout
# Mapping from config key (Symbol) → [element_id, property_name, unit_suffix]
LAYOUT_MAP = {
# Title
title_top: ["title", "top", "px"],
title_left: ["title", "left", "px"],
title_width: ["title", "width", "px"],
title_font_size: ["title", "font-size", "px"],
# Progress bar background
bar_top: ["progress-bar-bg", "top", "px"],
bar_left: ["progress-bar-bg", "left", "px"],
bar_width: ["progress-bar-bg", "width", "px"],
bar_height: ["progress-bar-bg", "height", "px"],
# Elapsed time label
elapsed_top: ["elapsed", "top", "px"],
elapsed_left: ["elapsed", "left", "px"],
# Remaining time label
remaining_top: ["remaining", "top", "px"],
remaining_left: ["remaining", "left", "px"],
# Progress percentage
pct_top: ["progress-pct", "top", "px"],
# Status text
status_top: ["status", "top", "px"],
status_font_size: ["status", "font-size", "px"],
# Play/pause button
btn_play_top: ["btn-play-pause", "top", "px"],
btn_play_left: ["btn-play-pause", "left", "px"],
btn_play_size: ["btn-play-pause", "width", "px"],
# Portion navigation
sec_nav_top: ["section-counter", "top", "px"],
sec_nav_left: ["section-counter", "left", "px"],
btn_prev_top: ["btn-prev", "top", "px"],
btn_prev_left: ["btn-prev", "left", "px"],
btn_next_top: ["btn-next", "top", "px"],
btn_next_left: ["btn-next", "left", "px"],
# Smart Play button
smart_play_top: ["btn-smart", "top", "px"],
smart_play_left: ["btn-smart", "left", "px"],
# Help text
help_top: ["help-text", "top", "px"],
help_left: ["help-text", "left", "px"],
# Study mode checkbox
study_box_top: ["study-mode-box", "top", "px"],
study_box_left: ["study-mode-box", "left", "px"],
}.freeze
# Element IDs that use "width" and "height" in sync (square elements).
SYNC_SIZE_IDS = {
btn_play_size: ["btn-play-pause", "width", "height"],
}.freeze
# ------------------------------------------------------------------
# Public API
# ------------------------------------------------------------------
# Apply layout overrides from a config hash to the loaded RmlUi document.
def self.apply(doc, settings)
return unless doc
settings.each do |key, value|
next unless value
# Check for sync-size keys first
if (sync = SYNC_SIZE_IDS[key])
el_id, prop_w, prop_h = sync
el = doc.element(el_id)
next unless el
v_str = "#{value}px"
el.set_property(prop_w, v_str)
el.set_property(prop_h, v_str)
next
end
map_entry = LAYOUT_MAP[key]
next unless map_entry
el_id, prop, unit = map_entry
el = doc.element(el_id)
next unless el
v_str = "#{value}#{unit}"
el.set_property(prop, v_str)
end
end
# Apply font_scale to the body element via a global style override.
# The <body> tag has id="body-root" so we can set its properties.
def self.apply_font_scale(doc, scale)
return unless doc
return if scale <= 0 || scale > 5.0
base = 18 # matches main.rcss body font-size
new_size = (base * scale).round
new_size = 10 if new_size < 10
new_size = 96 if new_size > 96
root = doc.element("body-root")
return unless root
root.set_property("font-size", "#{new_size}px")
end
end
end
# =============================================================================
# Composition Root — init, components, systems, main loop
# =============================================================================
module StudyPlayer
SCREEN_W = 1280
SCREEN_H = 720
# Runtime: owns non-serializable handles (Rl::Music) and the flecs world.
# Phase 6: +config holding the loaded Config settings.
class Runtime
attr_accessor :world, :player_entity, :audio, :components, :ui
attr_accessor :silence_regions, :raw_silence_regions, :analysis_done
attr_accessor :config, :settings_visible
def initialize(world:, player_entity:, audio:, components:)
@world = world
@player_entity = player_entity
@audio = audio
@components = components
@ui = nil
@silence_regions = []
@raw_silence_regions = []
@analysis_done = false
@config = {}
@settings_visible = false
end
end
def self.run
# --- Phase 6: Load config before window creation ---
cfg = Config.load
win_w = cfg[:window_width] || SCREEN_W
win_h = cfg[:window_height] || SCREEN_H
win_w = 640 if win_w < 640
win_h = 480 if win_h < 480
Rl.init_window(win_w, win_h, "Study Player")
Rl.target_fps = 60
Rl.init_audio_device
Rml.init
# --- Flecs world + components ---
world = Flecs::World.new
comps = declare_components(world)
af = comps[:audio_file]
pb = comps[:playback_state]
ss = comps[:study_state]
ld = comps[:layout_dirty]
nl = comps[:needs_load]
# --- Singleton entity ---
player_entity = world.entity("study_player")
.set(af, { path: "", duration: 0.0 })
.set(pb, { loaded: false, playing: false, current_time: 0.0,
skip_auto_update: 0, seek_pending: false, seek_target: 0.0 })
.set(ss, { study_mode: false, was_in_silence: false,
last_silence_idx: -1, smart_play_held: false })
.set(ld, { value: false })
# --- Audio adapter ---
audio = AudioAdapter.new
# --- Runtime ---
runtime = Runtime.new(
world: world,
player_entity: player_entity,
audio: audio,
components: comps,
)
runtime.config = cfg
# --- RmlUi UI ---
ui = UI.new(runtime, comps)
runtime.ui = ui
# --- Phase 6: Apply layout overrides from config ---
Layout.apply(ui.doc, cfg)
Layout.apply_font_scale(ui.doc, cfg[:font_scale] || 1.0)
# --- Phase 6: Apply study_mode_default from config ---
if cfg[:study_mode_default]
ss_current = player_entity.get(ss)
if ss_current
ss_current[:study_mode] = true
player_entity.set(ss, ss_current)
end
end
# --- Phase 6: Apply volume from config ---
if cfg[:volume] && cfg[:volume] != 1.0
audio.volume = cfg[:volume]
end
# --- Register systems ---
LoadSystem.build(world, player_entity, runtime, af, pb, nl)
SeekSystem.build(world, player_entity, runtime, pb, af)
InputAdapter.build_system(world, player_entity, runtime, pb, ss, af)
UpdateSystem.build(world, player_entity, runtime, pb, af)
StudySystem.build(world, player_entity, runtime, pb, ss, af)
# NOTE: File-drop polling happens in the main loop below (not a flecs
# system). A system registered with `with: []` (zero terms) never iterates
# its block in this flecs build, so Rl.file_dropped? was never polled and
# drag-and-drop silently did nothing. The original C app polls
# IsFileDropped() directly in its main loop — same pattern here.
# --- Audio file from ARGV (Phase 2: opens straight into player view) ---
audio_arg = nil
begin
audio_arg = ARGV[0] if ARGV && ARGV.length > 0
rescue
end
if audio_arg && !audio_arg.to_s.empty?
path = audio_arg.to_s
player_entity
.set(af, { path: path, duration: 0.0 })
.add(nl)
end
# --- Main loop (RmlUi rendering) ---
Rl.while_window_open do
# Process RmlUi input (mouse clicks, text) before ECS systems so
# UI events fire and update flecs state this frame.
ui.process_input
dt = Rl.frame_time
# Check for quit
if Rl.key_pressed?(:escape)
Rl.close_window
break
end
# --- Phase 6: Settings panel toggle (F2) ---
if Rl.key_pressed?(:f2)
runtime.settings_visible = !runtime.settings_visible
end
# --- Drag-and-drop file loading (polled in the main loop) ---
# Done before world.progress so the LoadSystem (PRE_UPDATE) picks up the
# new file in the same frame.
if Rl.file_dropped?
files = Rl.load_dropped_files
if files && files.count > 0
path = files.path_at(0)
if path && !path.empty?
player_entity.set(af, { path: path, duration: 0.0 })
player_entity.add(nl)
puts "[drag-drop] loading: #{path}"
end
end
Rl.unload_dropped_files(files)
end
# Run ECS systems (keyboard input, seek, update, study)
world.progress(dt)
# Sync UI data model from updated flecs state
ui.sync
# Read back two-way study_mode value from the checkbox
ss_current = player_entity.get(ss)
model_study = ui.model[:study_mode]
if ss_current && ss_current[:study_mode] != model_study
ss_current[:study_mode] = model_study
player_entity.set(ss, ss_current)
end
# Render: RmlUi draws on top of the deep-slate background
Rl.draw(clear_color: Rl::Color.new(26, 26, 46, 255)) do
ui.render
end
end
# --- Shutdown (Phase 6: save config) ---
# Save current state to config before shutting down
begin
pb_data = player_entity.get(pb)
if pb_data && pb_data[:loaded]
af_data = player_entity.get(af)
cfg[:last_audio_path] = af_data[:path].to_s if af_data
end
ss_data = player_entity.get(ss)
cfg[:study_mode_default] = ss_data[:study_mode] if ss_data
cfg[:window_width] = Rl.screen_width
cfg[:window_height] = Rl.screen_height
Config.save(cfg)
rescue
end
audio.unload if audio.loaded?
Rl.close_audio_device
end
end
StudyPlayer.run
|