Fix UI thread update in unified player adapter
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7536776da0
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9a87a7e28f
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@ -331,15 +331,16 @@ func (p *UnifiedPlayerAdapter) startFrameDisplayLoop() {
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return
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case <-ticker.C:
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p.mu.Lock()
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if !p.paused && p.player != nil {
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// Get frame from UnifiedPlayer
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frame, err := p.player.GetFrameImage()
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if err == nil && frame != nil {
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// Update the Fyne canvas image
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p.img.Image = frame
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p.img.Refresh()
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if !p.paused && p.player != nil {
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// Get frame from UnifiedPlayer
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frame, err := p.player.GetFrameImage()
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if err == nil && frame != nil {
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fyne.CurrentApp().Driver().DoFromGoroutine(func() {
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p.img.Image = frame
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p.img.Refresh()
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}, false)
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}
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}
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}
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p.mu.Unlock()
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}
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}
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