VideoTools/internal/ui/queueview.go
Stu Leak 86d2f2b835 Add progress bars to In Progress tab and fix lossless quality compatibility
In Progress Tab Enhancements:
- Added animated striped progress bars to in-progress jobs
- Exported ModuleColor function for reuse across modules
- Shows real-time progress (0-100%) with module-specific colors
- Progress updates automatically as jobs run
- Maintains consistent visual style with queue view

Lossless Quality Preset Improvements:
- H.265 and AV1 now support all bitrate modes with lossless quality
- Lossless with Target Size mode now works for H.265/AV1
- H.264 and MPEG-2 no longer show "Lossless" option (codec limitation)
- Dynamic quality dropdown updates based on selected codec
- Automatic fallback to "Near-Lossless" when switching from lossless-capable
  codec to non-lossless codec

Quality Options Logic:
- Base options: Draft, Standard, Balanced, High, Near-Lossless
- "Lossless" only appears for H.265 and AV1
- codecSupportsLossless() helper function checks compatibility
- updateQualityOptions() refreshes dropdown when codec changes

Lossless + Bitrate Mode Combinations:
- Lossless + CRF: Forces CRF 0 for perfect quality
- Lossless + CBR: Constant bitrate with lossless quality
- Lossless + VBR: Variable bitrate with lossless quality
- Lossless + Target Size: Calculates bitrate for exact file size with
  best possible quality (now allowed for H.265/AV1)

Technical Implementation:
- Added Progress field to ui.HistoryEntry struct
- Exported StripedProgress widget and ModuleColor function
- updateQualityOptions() function dynamically filters quality presets
- updateEncodingControls() handles lossless modes per codec
- Descriptive hints explain each lossless+bitrate combination

This allows professional workflows where lossless quality is desired
but file size constraints still need to be met using Target Size mode.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2025-12-18 18:27:24 -05:00

443 lines
12 KiB
Go

package ui
import (
"fmt"
"image"
"image/color"
"strings"
"time"
"fyne.io/fyne/v2"
"fyne.io/fyne/v2/canvas"
"fyne.io/fyne/v2/container"
"fyne.io/fyne/v2/layout"
"fyne.io/fyne/v2/widget"
"git.leaktechnologies.dev/stu/VideoTools/internal/queue"
"git.leaktechnologies.dev/stu/VideoTools/internal/utils"
)
// StripedProgress renders a progress bar with a tinted stripe pattern.
type StripedProgress struct {
widget.BaseWidget
progress float64
color color.Color
bg color.Color
offset float64
}
// NewStripedProgress creates a new striped progress bar with the given color
func NewStripedProgress(col color.Color) *StripedProgress {
sp := &StripedProgress{
progress: 0,
color: col,
bg: color.RGBA{R: 34, G: 38, B: 48, A: 255}, // dark neutral
}
sp.ExtendBaseWidget(sp)
return sp
}
// SetProgress updates the progress value (0.0 to 1.0)
func (s *StripedProgress) SetProgress(p float64) {
if p < 0 {
p = 0
}
if p > 1 {
p = 1
}
s.progress = p
s.Refresh()
}
func (s *StripedProgress) CreateRenderer() fyne.WidgetRenderer {
bgRect := canvas.NewRectangle(s.bg)
fillRect := canvas.NewRectangle(applyAlpha(s.color, 200))
stripes := canvas.NewRaster(func(w, h int) image.Image {
img := image.NewRGBA(image.Rect(0, 0, w, h))
light := applyAlpha(s.color, 80)
dark := applyAlpha(s.color, 220)
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
// animate diagonal stripes using offset
if (((x + y) + int(s.offset)) / 4 % 2) == 0 {
img.Set(x, y, light)
} else {
img.Set(x, y, dark)
}
}
}
return img
})
objects := []fyne.CanvasObject{bgRect, fillRect, stripes}
r := &stripedProgressRenderer{
bar: s,
bg: bgRect,
fill: fillRect,
stripes: stripes,
objects: objects,
}
return r
}
type stripedProgressRenderer struct {
bar *StripedProgress
bg *canvas.Rectangle
fill *canvas.Rectangle
stripes *canvas.Raster
objects []fyne.CanvasObject
}
func (r *stripedProgressRenderer) Layout(size fyne.Size) {
r.bg.Resize(size)
r.bg.Move(fyne.NewPos(0, 0))
fillWidth := size.Width * float32(r.bar.progress)
fillSize := fyne.NewSize(fillWidth, size.Height)
r.fill.Resize(fillSize)
r.fill.Move(fyne.NewPos(0, 0))
r.stripes.Resize(fillSize)
r.stripes.Move(fyne.NewPos(0, 0))
}
func (r *stripedProgressRenderer) MinSize() fyne.Size {
return fyne.NewSize(120, 20)
}
func (r *stripedProgressRenderer) Refresh() {
// small drift to animate stripes
r.bar.offset += 2
r.Layout(r.bg.Size())
canvas.Refresh(r.bg)
canvas.Refresh(r.stripes)
}
func (r *stripedProgressRenderer) BackgroundColor() color.Color { return color.Transparent }
func (r *stripedProgressRenderer) Objects() []fyne.CanvasObject { return r.objects }
func (r *stripedProgressRenderer) Destroy() {}
func applyAlpha(c color.Color, alpha uint8) color.Color {
r, g, b, _ := c.RGBA()
return color.NRGBA{R: uint8(r >> 8), G: uint8(g >> 8), B: uint8(b >> 8), A: alpha}
}
// BuildQueueView creates the queue viewer UI
func BuildQueueView(
jobs []*queue.Job,
onBack func(),
onPause func(string),
onResume func(string),
onCancel func(string),
onRemove func(string),
onMoveUp func(string),
onMoveDown func(string),
onPauseAll func(),
onResumeAll func(),
onStart func(),
onClear func(),
onClearAll func(),
onCopyError func(string),
onViewLog func(string),
onCopyCommand func(string),
titleColor, bgColor, textColor color.Color,
) (fyne.CanvasObject, *container.Scroll) {
// Header
title := canvas.NewText("JOB QUEUE", titleColor)
title.TextStyle = fyne.TextStyle{Monospace: true, Bold: true}
title.TextSize = 24
backBtn := widget.NewButton("← Back", onBack)
backBtn.Importance = widget.LowImportance
startAllBtn := widget.NewButton("Start Queue", onStart)
startAllBtn.Importance = widget.MediumImportance
pauseAllBtn := widget.NewButton("Pause All", onPauseAll)
pauseAllBtn.Importance = widget.LowImportance
resumeAllBtn := widget.NewButton("Resume All", onResumeAll)
resumeAllBtn.Importance = widget.LowImportance
clearBtn := widget.NewButton("Clear Completed", onClear)
clearBtn.Importance = widget.LowImportance
clearAllBtn := widget.NewButton("Clear All", onClearAll)
clearAllBtn.Importance = widget.DangerImportance
buttonRow := container.NewHBox(startAllBtn, pauseAllBtn, resumeAllBtn, clearAllBtn, clearBtn)
header := container.NewBorder(
nil, nil,
backBtn,
buttonRow,
container.NewCenter(title),
)
// Job list
var jobItems []fyne.CanvasObject
if len(jobs) == 0 {
emptyMsg := widget.NewLabel("No jobs in queue")
emptyMsg.Alignment = fyne.TextAlignCenter
jobItems = append(jobItems, container.NewCenter(emptyMsg))
} else {
for _, job := range jobs {
jobItems = append(jobItems, buildJobItem(job, onPause, onResume, onCancel, onRemove, onMoveUp, onMoveDown, onCopyError, onViewLog, onCopyCommand, bgColor, textColor))
}
}
jobList := container.NewVBox(jobItems...)
// Use a scroll container anchored to the top to avoid jumpy scroll-to-content behavior.
scrollable := container.NewScroll(jobList)
scrollable.SetMinSize(fyne.NewSize(0, 0))
scrollable.Offset = fyne.NewPos(0, 0)
body := container.NewBorder(
header,
nil, nil, nil,
scrollable,
)
return container.NewPadded(body), scrollable
}
// buildJobItem creates a single job item in the queue list
func buildJobItem(
job *queue.Job,
onPause func(string),
onResume func(string),
onCancel func(string),
onRemove func(string),
onMoveUp func(string),
onMoveDown func(string),
onCopyError func(string),
onViewLog func(string),
onCopyCommand func(string),
bgColor, textColor color.Color,
) fyne.CanvasObject {
// Status color
statusColor := GetStatusColor(job.Status)
// Status indicator
statusRect := canvas.NewRectangle(statusColor)
statusRect.SetMinSize(fyne.NewSize(6, 0))
// Title and description
titleText := utils.ShortenMiddle(job.Title, 60)
descText := utils.ShortenMiddle(job.Description, 90)
titleLabel := widget.NewLabel(titleText)
titleLabel.TextStyle = fyne.TextStyle{Bold: true}
descLabel := widget.NewLabel(descText)
descLabel.TextStyle = fyne.TextStyle{Italic: true}
descLabel.Wrapping = fyne.TextWrapWord
// Progress bar (for running jobs)
progress := NewStripedProgress(ModuleColor(job.Type))
progress.SetProgress(job.Progress / 100.0)
if job.Status == queue.JobStatusCompleted {
progress.SetProgress(1.0)
}
progressWidget := progress
// Module badge
badge := BuildModuleBadge(job.Type)
// Status text
statusText := getStatusText(job)
statusLabel := widget.NewLabel(statusText)
statusLabel.TextStyle = fyne.TextStyle{Monospace: true}
statusLabel.Wrapping = fyne.TextWrapWord
// Control buttons
var buttons []fyne.CanvasObject
// Reorder arrows for pending/paused jobs
if job.Status == queue.JobStatusPending || job.Status == queue.JobStatusPaused {
buttons = append(buttons,
widget.NewButton("↑", func() { onMoveUp(job.ID) }),
widget.NewButton("↓", func() { onMoveDown(job.ID) }),
)
}
switch job.Status {
case queue.JobStatusRunning:
buttons = append(buttons,
widget.NewButton("Copy Command", func() { onCopyCommand(job.ID) }),
widget.NewButton("Pause", func() { onPause(job.ID) }),
widget.NewButton("Cancel", func() { onCancel(job.ID) }),
)
case queue.JobStatusPaused:
buttons = append(buttons,
widget.NewButton("Resume", func() { onResume(job.ID) }),
widget.NewButton("Cancel", func() { onCancel(job.ID) }),
)
case queue.JobStatusPending:
buttons = append(buttons,
widget.NewButton("Copy Command", func() { onCopyCommand(job.ID) }),
widget.NewButton("Cancel", func() { onCancel(job.ID) }),
)
case queue.JobStatusCompleted, queue.JobStatusFailed, queue.JobStatusCancelled:
if job.Status == queue.JobStatusFailed && strings.TrimSpace(job.Error) != "" && onCopyError != nil {
buttons = append(buttons,
widget.NewButton("Copy Error", func() { onCopyError(job.ID) }),
)
}
if job.LogPath != "" && onViewLog != nil {
buttons = append(buttons,
widget.NewButton("View Log", func() { onViewLog(job.ID) }),
)
}
buttons = append(buttons,
widget.NewButton("Remove", func() { onRemove(job.ID) }),
)
}
buttonBox := container.NewHBox(buttons...)
// Info section
infoBox := container.NewVBox(
container.NewHBox(titleLabel, layout.NewSpacer(), badge),
descLabel,
progressWidget,
statusLabel,
)
// Main content
content := container.NewBorder(
nil, nil,
statusRect,
buttonBox,
infoBox,
)
// Card background
card := canvas.NewRectangle(bgColor)
card.CornerRadius = 4
item := container.NewPadded(
container.NewMax(card, content),
)
// Wrap with draggable to allow drag-to-reorder (up/down by drag direction)
return newDraggableJobItem(job.ID, item, func(id string, dir int) {
if dir < 0 {
onMoveUp(id)
} else if dir > 0 {
onMoveDown(id)
}
})
}
// getStatusText returns a human-readable status string
func getStatusText(job *queue.Job) string {
switch job.Status {
case queue.JobStatusPending:
return fmt.Sprintf("Status: Pending | Priority: %d", job.Priority)
case queue.JobStatusRunning:
elapsed := ""
if job.StartedAt != nil {
elapsed = fmt.Sprintf(" | Elapsed: %s", time.Since(*job.StartedAt).Round(time.Second))
}
// Add FPS and speed info if available in Config
var extras string
if job.Config != nil {
if fps, ok := job.Config["fps"].(float64); ok && fps > 0 {
extras += fmt.Sprintf(" | %.0f fps", fps)
}
if speed, ok := job.Config["speed"].(float64); ok && speed > 0 {
extras += fmt.Sprintf(" | %.2fx", speed)
}
if etaDuration, ok := job.Config["eta"].(time.Duration); ok && etaDuration > 0 {
extras += fmt.Sprintf(" | ETA %s", etaDuration.Round(time.Second))
}
}
return fmt.Sprintf("Status: Running | Progress: %.1f%%%s%s", job.Progress, elapsed, extras)
case queue.JobStatusPaused:
return "Status: Paused"
case queue.JobStatusCompleted:
duration := ""
if job.StartedAt != nil && job.CompletedAt != nil {
duration = fmt.Sprintf(" | Duration: %s", job.CompletedAt.Sub(*job.StartedAt).Round(time.Second))
}
return fmt.Sprintf("Status: Completed%s", duration)
case queue.JobStatusFailed:
// Truncate error to prevent UI overflow
errMsg := job.Error
maxLen := 150
if len(errMsg) > maxLen {
errMsg = errMsg[:maxLen] + "… (see Copy Error button for full message)"
}
return fmt.Sprintf("Status: Failed | Error: %s", errMsg)
case queue.JobStatusCancelled:
return "Status: Cancelled"
default:
return fmt.Sprintf("Status: %s", job.Status)
}
}
// moduleColor maps job types to distinct colors matching the main module colors
// ModuleColor returns the color for a given job type
func ModuleColor(t queue.JobType) color.Color {
switch t {
case queue.JobTypeConvert:
return color.RGBA{R: 139, G: 68, B: 255, A: 255} // Violet (#8B44FF)
case queue.JobTypeMerge:
return color.RGBA{R: 68, G: 136, B: 255, A: 255} // Blue (#4488FF)
case queue.JobTypeTrim:
return color.RGBA{R: 68, G: 221, B: 255, A: 255} // Cyan (#44DDFF)
case queue.JobTypeFilter:
return color.RGBA{R: 68, G: 255, B: 136, A: 255} // Green (#44FF88)
case queue.JobTypeUpscale:
return color.RGBA{R: 170, G: 255, B: 68, A: 255} // Yellow-Green (#AAFF44)
case queue.JobTypeAudio:
return color.RGBA{R: 255, G: 215, B: 68, A: 255} // Yellow (#FFD744)
case queue.JobTypeThumb:
return color.RGBA{R: 255, G: 136, B: 68, A: 255} // Orange (#FF8844)
default:
return color.Gray{Y: 180}
}
}
// draggableJobItem allows simple drag up/down to reorder one slot at a time.
type draggableJobItem struct {
widget.BaseWidget
jobID string
content fyne.CanvasObject
onReorder func(string, int) // id, direction (-1 up, +1 down)
accumY float32
}
func newDraggableJobItem(id string, content fyne.CanvasObject, onReorder func(string, int)) *draggableJobItem {
d := &draggableJobItem{
jobID: id,
content: content,
onReorder: onReorder,
}
d.ExtendBaseWidget(d)
return d
}
func (d *draggableJobItem) CreateRenderer() fyne.WidgetRenderer {
return widget.NewSimpleRenderer(d.content)
}
func (d *draggableJobItem) Dragged(ev *fyne.DragEvent) {
// fyne.Delta is a struct with dx, dy fields
d.accumY += ev.Dragged.DY
}
func (d *draggableJobItem) DragEnd() {
const threshold float32 = 25
if d.accumY <= -threshold {
d.onReorder(d.jobID, -1)
} else if d.accumY >= threshold {
d.onReorder(d.jobID, 1)
}
d.accumY = 0
}