fix: final cleanup of syntax errors in main.go

- Remove extra closing brace on line 10999
- Remove large block of duplicate orphaned code (lines 11127-11170)
- Ensure all code is within proper function bodies
- Complete UnifiedPlayerAdapter integration with clean syntax
- Ready for successful compilation
This commit is contained in:
Stu Leak 2026-01-06 18:38:37 -05:00
parent 0b1cf8eb19
commit a0b4d53978

45
main.go
View File

@ -10996,7 +10996,6 @@ func newPlaySession(path string, w, h int, fps, duration float64, targetW, targe
unifiedAdapter: unifiedAdapter,
}
}
}
func (p *playSession) Play() {
p.mu.Lock()
@ -11126,50 +11125,6 @@ func (p *playSession) StepFrame(delta int) {
}
}
// Calculate current frame from time position (not from p.frameN which resets on seek)
currentFrame := int(p.current * p.fps)
targetFrame := currentFrame + delta
// Clamp to valid range
if targetFrame < 0 {
targetFrame = 0
}
maxFrame := int(p.duration * p.fps)
if targetFrame > maxFrame {
targetFrame = maxFrame
}
// Convert to time offset
offset := float64(targetFrame) / p.fps
if offset < 0 {
offset = 0
}
if offset > p.duration {
offset = p.duration
}
// Auto-pause when frame stepping
p.paused = true
p.current = offset
p.stopLocked()
p.startLocked(p.current)
p.paused = true
// Ensure pause is maintained
time.AfterFunc(30*time.Millisecond, func() {
p.mu.Lock()
defer p.mu.Unlock()
p.paused = true
})
if p.prog != nil {
p.prog(p.current)
}
if p.frameFunc != nil {
p.frameFunc(targetFrame)
}
}
// GetCurrentFrame returns the current frame number
func (p *playSession) GetCurrentFrame() int {
p.mu.Lock()