Major improvements to UnifiedPlayer: 1. GetFrameImage() now works when paused for responsive UI updates 2. Play() method properly starts FFmpeg process 3. Frame display loop runs continuously for smooth video display 4. Disabled audio temporarily to fix video playback fundamentals 5. Simplified FFmpeg command to focus on video stream only Player now: - Generates video frames correctly - Shows video when paused - Has responsive progress tracking - Starts playback properly Next steps: Re-enable audio playback once video is stable
85 lines
2.4 KiB
Go
85 lines
2.4 KiB
Go
package fyne
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import "time"
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// AnimationCurve represents an animation algorithm for calculating the progress through a timeline.
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// Custom animations can be provided by implementing the "func(float32) float32" definition.
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// The input parameter will start at 0.0 when an animation starts and travel up to 1.0 at which point it will end.
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// A linear animation would return the same output value as is passed in.
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type AnimationCurve func(float32) float32
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// AnimationRepeatForever is an AnimationCount value that indicates it should not stop looping.
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//
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// Since: 2.0
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const AnimationRepeatForever = -1
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var (
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// AnimationEaseInOut is the default easing, it starts slowly, accelerates to the middle and slows to the end.
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//
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// Since: 2.0
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AnimationEaseInOut = animationEaseInOut
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// AnimationEaseIn starts slowly and accelerates to the end.
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//
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// Since: 2.0
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AnimationEaseIn = animationEaseIn
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// AnimationEaseOut starts at speed and slows to the end.
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//
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// Since: 2.0
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AnimationEaseOut = animationEaseOut
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// AnimationLinear is a linear mapping for animations that progress uniformly through their duration.
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//
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// Since: 2.0
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AnimationLinear = animationLinear
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)
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// Animation represents an animated element within a Fyne canvas.
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// These animations may control individual objects or entire scenes.
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//
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// Since: 2.0
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type Animation struct {
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AutoReverse bool
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Curve AnimationCurve
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Duration time.Duration
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RepeatCount int
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Tick func(float32)
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}
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// NewAnimation creates a very basic animation where the callback function will be called for every
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// rendered frame between [time.Now] and the specified duration. The callback values start at 0.0 and
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// will be 1.0 when the animation completes.
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//
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// Since: 2.0
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func NewAnimation(d time.Duration, fn func(float32)) *Animation {
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return &Animation{Duration: d, Tick: fn}
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}
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// Start registers the animation with the application run-loop and starts its execution.
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func (a *Animation) Start() {
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CurrentApp().Driver().StartAnimation(a)
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}
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// Stop will end this animation and remove it from the run-loop.
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func (a *Animation) Stop() {
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CurrentApp().Driver().StopAnimation(a)
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}
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func animationEaseIn(val float32) float32 {
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return val * val
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}
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func animationEaseInOut(val float32) float32 {
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if val <= 0.5 {
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return val * val * 2
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}
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return -1 + (4-val*2)*val
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}
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func animationEaseOut(val float32) float32 {
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return val * (2 - val)
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}
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func animationLinear(val float32) float32 {
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return val
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}
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