VideoTools/vendor/fyne.io/fyne/v2/internal/widget/shadow.go
Stu Leak 68df790d27 Fix player frame generation and video playback
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
2026-01-07 22:20:00 -05:00

202 lines
5.0 KiB
Go

package widget
import (
"image/color"
"fyne.io/fyne/v2"
"fyne.io/fyne/v2/canvas"
"fyne.io/fyne/v2/theme"
)
var _ fyne.Widget = (*Shadow)(nil)
// Shadow is a widget that renders a shadow.
type Shadow struct {
Base
level ElevationLevel
typ ShadowType
}
// ElevationLevel is the level of elevation of the shadow casting object.
type ElevationLevel int
// ElevationLevel constants inspired by:
// https://storage.googleapis.com/spec-host/mio-staging%2Fmio-design%2F1584058305895%2Fassets%2F0B6xUSjjSulxceF9udnA4Sk5tdU0%2Fbaselineelevation-chart.png
const (
BaseLevel ElevationLevel = 0
CardLevel ElevationLevel = 1
ButtonLevel ElevationLevel = 2
MenuLevel ElevationLevel = 4
PopUpLevel ElevationLevel = 8
SubmergedContentLevel ElevationLevel = 8
DialogLevel ElevationLevel = 24
)
// ShadowType specifies the type of the shadow.
type ShadowType int
// ShadowType constants
const (
ShadowAround ShadowType = iota
ShadowLeft
ShadowRight
ShadowBottom
ShadowTop
)
// NewShadow create a new Shadow.
func NewShadow(typ ShadowType, level ElevationLevel) *Shadow {
s := &Shadow{typ: typ, level: level}
s.ExtendBaseWidget(s)
return s
}
// CreateRenderer returns a new renderer for the shadow.
func (s *Shadow) CreateRenderer() fyne.WidgetRenderer {
r := &shadowRenderer{s: s}
r.createShadows()
return r
}
type shadowRenderer struct {
BaseRenderer
b, l, r, t *canvas.LinearGradient
bl, br, tl, tr *canvas.RadialGradient
minSize fyne.Size
s *Shadow
}
func (r *shadowRenderer) Layout(size fyne.Size) {
depth := float32(r.s.level)
sideOff, topOff := float32(0.0), float32(0.0)
if r.s.typ == ShadowAround {
sideOff = depth * 0.2
topOff = sideOff * 2
}
if r.tl != nil {
r.tl.Resize(fyne.NewSize(depth, depth))
r.tl.Move(fyne.NewPos(-depth+sideOff, -depth+topOff))
}
if r.t != nil {
r.t.Resize(fyne.NewSize(size.Width-sideOff*2, depth))
r.t.Move(fyne.NewPos(sideOff, -depth+topOff))
}
if r.tr != nil {
r.tr.Resize(fyne.NewSize(depth, depth))
r.tr.Move(fyne.NewPos(size.Width-sideOff, -depth+topOff))
}
if r.r != nil {
r.r.Resize(fyne.NewSize(depth, size.Height-topOff))
r.r.Move(fyne.NewPos(size.Width-sideOff, topOff))
}
if r.br != nil {
r.br.Resize(fyne.NewSize(depth, depth))
r.br.Move(fyne.NewPos(size.Width-sideOff, size.Height))
}
if r.b != nil {
r.b.Resize(fyne.NewSize(size.Width-sideOff*2, depth))
r.b.Move(fyne.NewPos(sideOff, size.Height))
}
if r.bl != nil {
r.bl.Resize(fyne.NewSize(depth, depth))
r.bl.Move(fyne.NewPos(-depth+sideOff, size.Height))
}
if r.l != nil {
r.l.Resize(fyne.NewSize(depth, size.Height-topOff))
r.l.Move(fyne.NewPos(-depth+sideOff, topOff))
}
}
func (r *shadowRenderer) MinSize() fyne.Size {
return r.minSize
}
func (r *shadowRenderer) Refresh() {
r.refreshShadows()
r.Layout(r.s.Size())
canvas.Refresh(r.s)
}
func (r *shadowRenderer) createShadows() {
th := theme.CurrentForWidget(r.s)
v := fyne.CurrentApp().Settings().ThemeVariant()
fg := th.Color(theme.ColorNameShadow, v)
switch r.s.typ {
case ShadowLeft:
r.l = canvas.NewHorizontalGradient(color.Transparent, fg)
r.SetObjects([]fyne.CanvasObject{r.l})
case ShadowRight:
r.r = canvas.NewHorizontalGradient(fg, color.Transparent)
r.SetObjects([]fyne.CanvasObject{r.r})
case ShadowBottom:
r.b = canvas.NewVerticalGradient(fg, color.Transparent)
r.SetObjects([]fyne.CanvasObject{r.b})
case ShadowTop:
r.t = canvas.NewVerticalGradient(color.Transparent, fg)
r.SetObjects([]fyne.CanvasObject{r.t})
case ShadowAround:
r.tl = canvas.NewRadialGradient(fg, color.Transparent)
r.tl.CenterOffsetX = 0.5
r.tl.CenterOffsetY = 0.5
r.t = canvas.NewVerticalGradient(color.Transparent, fg)
r.tr = canvas.NewRadialGradient(fg, color.Transparent)
r.tr.CenterOffsetX = -0.5
r.tr.CenterOffsetY = 0.5
r.r = canvas.NewHorizontalGradient(fg, color.Transparent)
r.br = canvas.NewRadialGradient(fg, color.Transparent)
r.br.CenterOffsetX = -0.5
r.br.CenterOffsetY = -0.5
r.b = canvas.NewVerticalGradient(fg, color.Transparent)
r.bl = canvas.NewRadialGradient(fg, color.Transparent)
r.bl.CenterOffsetX = 0.5
r.bl.CenterOffsetY = -0.5
r.l = canvas.NewHorizontalGradient(color.Transparent, fg)
r.SetObjects([]fyne.CanvasObject{r.tl, r.t, r.tr, r.r, r.br, r.b, r.bl, r.l})
}
}
func (r *shadowRenderer) refreshShadows() {
th := theme.CurrentForWidget(r.s)
v := fyne.CurrentApp().Settings().ThemeVariant()
fg := th.Color(theme.ColorNameShadow, v)
updateShadowEnd(r.l, fg)
updateShadowStart(r.r, fg)
updateShadowStart(r.b, fg)
updateShadowEnd(r.t, fg)
updateShadowRadial(r.tl, fg)
updateShadowRadial(r.tr, fg)
updateShadowRadial(r.bl, fg)
updateShadowRadial(r.br, fg)
}
func updateShadowEnd(g *canvas.LinearGradient, fg color.Color) {
if g == nil {
return
}
g.EndColor = fg
g.Refresh()
}
func updateShadowRadial(g *canvas.RadialGradient, fg color.Color) {
if g == nil {
return
}
g.StartColor = fg
g.Refresh()
}
func updateShadowStart(g *canvas.LinearGradient, fg color.Color) {
if g == nil {
return
}
g.StartColor = fg
g.Refresh()
}