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# Study Player — RmlUi UI 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 module,
# 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
# Called by the event system to check if the mouse is holding smart-play.
def smart_play_held?
@smart_play_mouse_held
end
# ------------------------------------------------------------------
# Per-frame sync: marks all bound variables dirty so the view
# re-reads flecs state on the next update.
# ------------------------------------------------------------------
def sync
@model.dirty_all
end
# ------------------------------------------------------------------
# Lifecycle
# ------------------------------------------------------------------
def process_input
@context.process_input
end
def render
@context.update
@context.render
end
private
# ------------------------------------------------------------------
# Build the data model
# ------------------------------------------------------------------
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 (read each frame from flecs) --
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
# Return as percentage string for style="width: ...%;"
"#{(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 }
# -- 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
# Auto-play if paused (matching original behavior)
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
# Compute seek ratio from click position on the progress bar.
# The event target is the #progress-bar-bg element.
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
end
end
end
end
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