forked from Leak_Technologies/VideoTools
321 lines
9.0 KiB
Go
321 lines
9.0 KiB
Go
package ui
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import (
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"fmt"
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"image/color"
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"time"
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"fyne.io/fyne/v2"
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"fyne.io/fyne/v2/canvas"
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"fyne.io/fyne/v2/container"
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"fyne.io/fyne/v2/layout"
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"fyne.io/fyne/v2/widget"
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"git.leaktechnologies.dev/stu/VideoTools/internal/queue"
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)
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// BuildQueueView creates the queue viewer UI
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func BuildQueueView(
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jobs []*queue.Job,
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onBack func(),
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onPause func(string),
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onResume func(string),
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onCancel func(string),
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onRemove func(string),
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onMoveUp func(string),
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onMoveDown func(string),
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onPauseAll func(),
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onResumeAll func(),
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onStart func(),
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onClear func(),
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onClearAll func(),
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titleColor, bgColor, textColor color.Color,
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) (fyne.CanvasObject, *container.Scroll) {
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// Header
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title := canvas.NewText("JOB QUEUE", titleColor)
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title.TextStyle = fyne.TextStyle{Monospace: true, Bold: true}
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title.TextSize = 24
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backBtn := widget.NewButton("← Back", onBack)
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backBtn.Importance = widget.LowImportance
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startAllBtn := widget.NewButton("Start Queue", onStart)
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startAllBtn.Importance = widget.MediumImportance
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pauseAllBtn := widget.NewButton("Pause All", onPauseAll)
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pauseAllBtn.Importance = widget.LowImportance
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resumeAllBtn := widget.NewButton("Resume All", onResumeAll)
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resumeAllBtn.Importance = widget.LowImportance
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clearBtn := widget.NewButton("Clear Completed", onClear)
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clearBtn.Importance = widget.LowImportance
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clearAllBtn := widget.NewButton("Clear All", onClearAll)
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clearAllBtn.Importance = widget.DangerImportance
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buttonRow := container.NewHBox(startAllBtn, pauseAllBtn, resumeAllBtn, clearAllBtn, clearBtn)
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header := container.NewBorder(
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nil, nil,
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backBtn,
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buttonRow,
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container.NewCenter(title),
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)
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// Job list
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var jobItems []fyne.CanvasObject
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if len(jobs) == 0 {
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emptyMsg := widget.NewLabel("No jobs in queue")
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emptyMsg.Alignment = fyne.TextAlignCenter
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jobItems = append(jobItems, container.NewCenter(emptyMsg))
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} else {
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for _, job := range jobs {
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jobItems = append(jobItems, buildJobItem(job, onPause, onResume, onCancel, onRemove, onMoveUp, onMoveDown, bgColor, textColor))
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}
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}
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jobList := container.NewVBox(jobItems...)
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// Use a scroll container anchored to the top to avoid jumpy scroll-to-content behavior.
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scrollable := container.NewScroll(jobList)
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scrollable.SetMinSize(fyne.NewSize(0, 0))
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scrollable.Offset = fyne.NewPos(0, 0)
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body := container.NewBorder(
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header,
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nil, nil, nil,
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scrollable,
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)
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return container.NewPadded(body), scrollable
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}
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// buildJobItem creates a single job item in the queue list
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func buildJobItem(
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job *queue.Job,
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onPause func(string),
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onResume func(string),
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onCancel func(string),
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onRemove func(string),
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onMoveUp func(string),
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onMoveDown func(string),
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bgColor, textColor color.Color,
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) fyne.CanvasObject {
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// Status color
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statusColor := getStatusColor(job.Status)
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// Status indicator
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statusRect := canvas.NewRectangle(statusColor)
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statusRect.SetMinSize(fyne.NewSize(6, 0))
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// Title and description
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titleLabel := widget.NewLabel(job.Title)
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titleLabel.TextStyle = fyne.TextStyle{Bold: true}
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descLabel := widget.NewLabel(job.Description)
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descLabel.TextStyle = fyne.TextStyle{Italic: true}
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// Progress bar (for running jobs)
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progress := widget.NewProgressBar()
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progress.SetValue(job.Progress / 100.0)
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if job.Status == queue.JobStatusCompleted {
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progress.SetValue(1.0)
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}
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progressWidget := progress
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// Module badge
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badge := buildModuleBadge(job.Type)
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// Status text
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statusText := getStatusText(job)
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statusLabel := widget.NewLabel(statusText)
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statusLabel.TextStyle = fyne.TextStyle{Monospace: true}
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// Control buttons
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var buttons []fyne.CanvasObject
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// Reorder arrows for pending/paused jobs
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if job.Status == queue.JobStatusPending || job.Status == queue.JobStatusPaused {
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buttons = append(buttons,
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widget.NewButton("↑", func() { onMoveUp(job.ID) }),
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widget.NewButton("↓", func() { onMoveDown(job.ID) }),
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)
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}
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switch job.Status {
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case queue.JobStatusRunning:
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buttons = append(buttons,
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widget.NewButton("Pause", func() { onPause(job.ID) }),
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widget.NewButton("Cancel", func() { onCancel(job.ID) }),
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)
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case queue.JobStatusPaused:
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buttons = append(buttons,
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widget.NewButton("Resume", func() { onResume(job.ID) }),
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widget.NewButton("Cancel", func() { onCancel(job.ID) }),
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)
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case queue.JobStatusPending:
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buttons = append(buttons,
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widget.NewButton("Cancel", func() { onCancel(job.ID) }),
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)
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case queue.JobStatusCompleted, queue.JobStatusFailed, queue.JobStatusCancelled:
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buttons = append(buttons,
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widget.NewButton("Remove", func() { onRemove(job.ID) }),
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)
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}
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buttonBox := container.NewHBox(buttons...)
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// Info section
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infoBox := container.NewVBox(
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container.NewHBox(titleLabel, layout.NewSpacer(), badge),
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descLabel,
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progressWidget,
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statusLabel,
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)
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// Main content
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content := container.NewBorder(
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nil, nil,
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statusRect,
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buttonBox,
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infoBox,
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)
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// Card background
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card := canvas.NewRectangle(bgColor)
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card.CornerRadius = 4
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item := container.NewPadded(
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container.NewMax(card, content),
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)
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// Wrap with draggable to allow drag-to-reorder (up/down by drag direction)
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return newDraggableJobItem(job.ID, item, func(id string, dir int) {
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if dir < 0 {
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onMoveUp(id)
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} else if dir > 0 {
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onMoveDown(id)
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}
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})
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}
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// getStatusColor returns the color for a job status
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func getStatusColor(status queue.JobStatus) color.Color {
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switch status {
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case queue.JobStatusPending:
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return color.RGBA{R: 150, G: 150, B: 150, A: 255} // Gray
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case queue.JobStatusRunning:
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return color.RGBA{R: 68, G: 136, B: 255, A: 255} // Blue
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case queue.JobStatusPaused:
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return color.RGBA{R: 255, G: 193, B: 7, A: 255} // Yellow
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case queue.JobStatusCompleted:
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return color.RGBA{R: 76, G: 232, B: 112, A: 255} // Green
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case queue.JobStatusFailed:
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return color.RGBA{R: 255, G: 68, B: 68, A: 255} // Red
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case queue.JobStatusCancelled:
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return color.RGBA{R: 255, G: 136, B: 68, A: 255} // Orange
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default:
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return color.Gray{Y: 128}
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}
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}
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// getStatusText returns a human-readable status string
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func getStatusText(job *queue.Job) string {
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switch job.Status {
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case queue.JobStatusPending:
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return fmt.Sprintf("Status: Pending | Priority: %d", job.Priority)
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case queue.JobStatusRunning:
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elapsed := ""
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if job.StartedAt != nil {
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elapsed = fmt.Sprintf(" | Elapsed: %s", time.Since(*job.StartedAt).Round(time.Second))
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}
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return fmt.Sprintf("Status: Running | Progress: %.1f%%%s", job.Progress, elapsed)
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case queue.JobStatusPaused:
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return "Status: Paused"
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case queue.JobStatusCompleted:
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duration := ""
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if job.StartedAt != nil && job.CompletedAt != nil {
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duration = fmt.Sprintf(" | Duration: %s", job.CompletedAt.Sub(*job.StartedAt).Round(time.Second))
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}
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return fmt.Sprintf("Status: Completed%s", duration)
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case queue.JobStatusFailed:
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return fmt.Sprintf("Status: Failed | Error: %s", job.Error)
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case queue.JobStatusCancelled:
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return "Status: Cancelled"
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default:
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return fmt.Sprintf("Status: %s", job.Status)
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}
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}
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// buildModuleBadge renders a small colored pill to show which module created the job.
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func buildModuleBadge(t queue.JobType) fyne.CanvasObject {
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label := widget.NewLabel(string(t))
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label.TextStyle = fyne.TextStyle{Bold: true}
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label.Alignment = fyne.TextAlignCenter
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bg := canvas.NewRectangle(moduleColor(t))
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bg.CornerRadius = 6
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bg.SetMinSize(fyne.NewSize(label.MinSize().Width+12, label.MinSize().Height+6))
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return container.NewMax(bg, container.NewCenter(label))
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}
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// moduleColor maps job types to distinct colors for quick visual scanning.
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func moduleColor(t queue.JobType) color.Color {
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switch t {
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case queue.JobTypeConvert:
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return color.RGBA{R: 76, G: 232, B: 112, A: 255} // green
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case queue.JobTypeMerge:
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return color.RGBA{R: 68, G: 136, B: 255, A: 255} // blue
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case queue.JobTypeTrim:
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return color.RGBA{R: 255, G: 193, B: 7, A: 255} // amber
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case queue.JobTypeFilter:
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return color.RGBA{R: 160, G: 86, B: 255, A: 255} // purple
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case queue.JobTypeUpscale:
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return color.RGBA{R: 255, G: 138, B: 101, A: 255} // coral
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case queue.JobTypeAudio:
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return color.RGBA{R: 255, G: 215, B: 64, A: 255} // gold
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case queue.JobTypeThumb:
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return color.RGBA{R: 102, G: 217, B: 239, A: 255} // teal
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default:
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return color.Gray{Y: 180}
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}
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}
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// draggableJobItem allows simple drag up/down to reorder one slot at a time.
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type draggableJobItem struct {
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widget.BaseWidget
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jobID string
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content fyne.CanvasObject
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onReorder func(string, int) // id, direction (-1 up, +1 down)
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accumY float32
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}
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func newDraggableJobItem(id string, content fyne.CanvasObject, onReorder func(string, int)) *draggableJobItem {
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d := &draggableJobItem{
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jobID: id,
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content: content,
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onReorder: onReorder,
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}
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d.ExtendBaseWidget(d)
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return d
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}
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func (d *draggableJobItem) CreateRenderer() fyne.WidgetRenderer {
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return widget.NewSimpleRenderer(d.content)
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}
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func (d *draggableJobItem) Dragged(ev *fyne.DragEvent) {
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// fyne.Delta is a struct with dx, dy fields
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d.accumY += ev.Dragged.DY
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}
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func (d *draggableJobItem) DragEnd() {
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const threshold float32 = 25
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if d.accumY <= -threshold {
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d.onReorder(d.jobID, -1)
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} else if d.accumY >= threshold {
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d.onReorder(d.jobID, 1)
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}
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d.accumY = 0
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}
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